mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Refactor a few small things to make my research level parser work and make the code less odd
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@@ -16,7 +16,7 @@
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item_state = "bluetag"
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blood_overlay_type = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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allowed = list (/obj/item/gun/energy/laser/bluetag)
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allowed = list (/obj/item/gun/energy/laser/tag/blue)
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burn_state = FIRE_PROOF
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species_fit = list("Vox")
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sprite_sheets = list(
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@@ -30,7 +30,7 @@
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item_state = "redtag"
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blood_overlay_type = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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allowed = list (/obj/item/gun/energy/laser/redtag)
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allowed = list (/obj/item/gun/energy/laser/tag/red)
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burn_state = FIRE_PROOF
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species_fit = list("Vox")
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sprite_sheets = list(
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@@ -171,11 +171,11 @@
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//Lasertag bullshit
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if(lasercolor)
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if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
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if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
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threatcount += 4
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if(lasercolor == "r")
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if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
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threatcount += 4
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return threatcount
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@@ -1567,17 +1567,17 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
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if(istype(wear_suit, /obj/item/clothing/suit/redtag))
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threatcount += 4
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if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
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threatcount += 4
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if(istype(belt, /obj/item/gun/energy/laser/redtag))
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if(istype(belt, /obj/item/gun/energy/laser/tag/red))
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threatcount += 2
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if(lasercolor == "r")
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if(istype(wear_suit, /obj/item/clothing/suit/bluetag))
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threatcount += 4
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if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
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if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
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threatcount += 4
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if(istype(belt, /obj/item/gun/energy/laser/bluetag))
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if(istype(belt, /obj/item/gun/energy/laser/tag/blue))
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threatcount += 2
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return threatcount
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@@ -153,11 +153,11 @@
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var/newname = ""
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/gun/energy/laser/bluetag))
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if(!istype(W, /obj/item/gun/energy/laser/tag/blue))
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return
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newname = "bluetag ED-209 assembly"
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if("r")
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if(!istype(W, /obj/item/gun/energy/laser/redtag))
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if(!istype(W, /obj/item/gun/energy/laser/tag/red))
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return
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newname = "redtag ED-209 assembly"
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if("")
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@@ -387,11 +387,11 @@
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G.power_supply.charge = 0
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G.update_icon()
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else if(lasercolor == "b")
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var/obj/item/gun/energy/laser/bluetag/G = new /obj/item/gun/energy/laser/bluetag(Tsec)
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var/obj/item/gun/energy/laser/tag/blue/G = new /obj/item/gun/energy/laser/tag/blue(Tsec)
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G.power_supply.charge = 0
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G.update_icon()
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else if(lasercolor == "r")
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var/obj/item/gun/energy/laser/redtag/G = new /obj/item/gun/energy/laser/redtag(Tsec)
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var/obj/item/gun/energy/laser/tag/red/G = new /obj/item/gun/energy/laser/tag/red(Tsec)
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G.power_supply.charge = 0
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G.update_icon()
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@@ -140,24 +140,19 @@
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////////Laser Tag////////////////////
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/obj/item/gun/energy/laser/bluetag
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/obj/item/gun/energy/laser/tag
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
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origin_tech = "combat=2;magnets=2"
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clumsy_check = 0
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needs_permit = 0
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ammo_x_offset = 2
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selfcharge = 1
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/obj/item/gun/energy/laser/redtag
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name = "laser tag gun"
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/obj/item/gun/energy/laser/tag/blue
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icon_state = "bluetag"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
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/obj/item/gun/energy/laser/tag/red
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
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origin_tech = "combat=2;magnets=2"
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clumsy_check = 0
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needs_permit = 0
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ammo_x_offset = 2
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selfcharge = 1
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