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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 05:27:01 +01:00
Fixes conflicts in icons/obj/gun.dmi.
This commit is contained in:
@@ -3,6 +3,7 @@
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/mob/camera
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name = "camera mob"
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density = 0
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anchored = 1
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status_flags = GODMODE // You can't damage it.
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mouse_opacity = 0
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see_in_dark = 7
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@@ -10,3 +11,9 @@
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move_on_shuttle = 0
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/mob/camera/experience_pressure_difference()
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return
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/mob/camera/Destroy()
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..()
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return QDEL_HINT_HARDDEL_NOW
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@@ -110,21 +110,6 @@
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updatehealth()
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/mob/living/carbon/alien/humanoid/blob_act()
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if (stat == 2)
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return
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var/shielded = 0
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var/damage = null
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if (stat != 2)
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damage = rand(30,40)
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if(shielded)
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damage /= 4
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show_message("<span class='userdanger'>The blob attacks!</span>")
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adjustFireLoss(damage)
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return
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/mob/living/carbon/alien/humanoid/attack_slime(mob/living/carbon/slime/M as mob)
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if (!ticker)
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M << "You cannot attack people before the game has started."
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@@ -1,6 +1,6 @@
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//unequip
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/mob/living/carbon/alien/humanoid/unEquip(obj/item/I as obj)
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. = ..()
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/mob/living/carbon/alien/humanoid/unEquip(var/obj/item/I, var/force)
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. = ..(I, force)
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if(!. || !I)
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return
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@@ -45,8 +45,8 @@
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icon_state = "alien[caste]_leap"
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pixel_x = -32
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pixel_y = -32
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else
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icon = initial(icon)
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else if(icon == 'icons/mob/alienleap.dmi' && icon_state == "alien[caste]_leap" && pixel_x == -32 && pixel_y == -32)
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icon = initial(icon)// ^ this looks odd, but in theory it will prevent the icon and pixel_xy from being reset unless it needs to be
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pixel_x = initial(pixel_x)
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pixel_y = initial(pixel_y)
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@@ -101,30 +101,6 @@
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updatehealth()
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/mob/living/carbon/alien/larva/blob_act()
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if (stat == 2)
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return
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var/shielded = 0
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var/damage = null
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if (stat != 2)
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damage = rand(10,30)
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if(shielded)
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damage /= 4
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//paralysis += 1
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show_message("<span class='userdanger'>The blob attacks you!</span>")
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adjustFireLoss(damage)
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updatehealth()
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return
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//can't equip anything
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/mob/living/carbon/alien/larva/attack_ui(slot_id)
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return
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@@ -60,5 +60,8 @@
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/mob/living/carbon/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
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return
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/mob/living/carbon/brain/blob_act()
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return
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/mob/living/carbon/brain/binarycheck()
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return istype(loc, /obj/item/device/mmi/posibrain)
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@@ -1,5 +1,6 @@
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mob/living
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var/canEnterVentWith = "/obj/item/weapon/implant=0&/obj/item/clothing/mask/facehugger=0&/obj/item/device/radio/borg=0&/obj/machinery/camera=0"
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var/datum/middleClickOverride/middleClickOverride = null
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/mob/living/carbon/Login()
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..()
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@@ -20,6 +21,13 @@ mob/living
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if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
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germ_level++
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/mob/living/carbon/blob_act()
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if (stat == DEAD)
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return
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else
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show_message("<span class='userdanger'>The blob attacks!</span>")
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adjustBruteLoss(10)
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/mob/living/carbon/Move(NewLoc, direct)
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. = ..()
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if(.)
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@@ -381,11 +381,11 @@
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..()
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/mob/living/carbon/human/blob_act()
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if(stat == 2) return
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show_message("\red The blob attacks you!")
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if(stat == DEAD) return
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show_message("<span class='userdanger'>The blob attacks you!</span>")
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var/dam_zone = pick("head", "chest", "groin", "l_arm", "l_hand", "r_arm", "r_hand", "l_leg", "l_foot", "r_leg", "r_foot")
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var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
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apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
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apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
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return
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/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M as mob)
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@@ -7,20 +7,7 @@
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if ("help")
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visible_message(text("\blue [M] caresses [src] with its scythe like arm."))
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if ("grab")
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if(M == src || anchored)
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return
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if (w_uniform)
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w_uniform.add_fingerprint(M)
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var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
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M.put_in_active_hand(G)
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grabbed_by += G
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G.synch()
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LAssailant = M
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message(text("\red [] has grabbed [] passively!", M, src))
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grabbedby(M)
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if("harm")
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M.do_attack_animation(src)
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@@ -212,23 +212,8 @@
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/mob/living/carbon/slime/blob_act()
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if (stat == 2)
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return
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var/shielded = 0
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var/damage = null
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if (stat != 2)
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damage = rand(10,30)
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if(shielded)
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damage /= 4
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//paralysis += 1
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show_message("<span class='userdanger'> The blob attacks you!</span>")
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adjustFireLoss(damage)
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adjustBruteLoss(20)
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updatehealth()
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return
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@@ -20,9 +20,9 @@
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if (!src.laws)
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make_laws()
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/mob/living/silicon/ai/proc/set_zeroth_law(var/law, var/law_borg)
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/mob/living/silicon/ai/proc/set_zeroth_law(var/law, var/law_borg, var/law_type)
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src.laws_sanity_check()
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src.laws.set_zeroth_law(law, law_borg)
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src.laws.set_zeroth_law(law, law_borg, law_type)
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/mob/living/silicon/ai/proc/clear_zeroth_law(var/law_borg)
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src.laws_sanity_check()
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@@ -1,8 +1,8 @@
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/obj/machinery/computer/drone_control
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name = "Maintenance Drone Control"
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desc = "Used to monitor the station's drone population and the assembler that services them."
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icon = 'icons/obj/computer.dmi'
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icon_state = "power"
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icon_screen = "power"
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icon_keyboard = "power_key"
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req_access = list(access_engine_equip)
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circuit = "/obj/item/weapon/circuitboard/drone_control"
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@@ -27,8 +27,13 @@
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w_class = 5.0
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/obj/item/weapon/grab/New(mob/user, mob/victim)
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/obj/item/weapon/grab/New(var/mob/user, var/mob/victim)
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..()
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//Okay, first off, some fucking sanity checking. No user, or no victim, or they are not mobs, no grab.
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if(!istype(user) || !istype(victim))
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return
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loc = user
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assailant = user
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affecting = victim
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@@ -52,8 +57,25 @@
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G.dancing = 1
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G.adjust_position()
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dancing = 1
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clean_grabbed_by(assailant, affecting)
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adjust_position()
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/obj/item/weapon/grab/proc/clean_grabbed_by(var/mob/user, var/mob/victim) //Cleans up any nulls in the grabbed_by list.
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if(istype(user))
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for(var/entry in user.grabbed_by)
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if(isnull(entry) || !istype(entry, /obj/item/weapon/grab)) //the isnull() here is probably redundant- but it might outperform istype, who knows. Better safe than sorry.
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user.grabbed_by -= entry
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if(istype(victim))
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for(var/entry in victim.grabbed_by)
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if(isnull(entry) || !istype(entry, /obj/item/weapon/grab))
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victim.grabbed_by -= entry
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return 1
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//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
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/obj/item/weapon/grab/proc/get_mob_if_throwable()
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if(affecting && assailant.Adjacent(affecting))
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@@ -73,7 +95,7 @@
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/obj/item/weapon/grab/process()
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confirm()
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if(!confirm()) return //If the confirm fails, the grab is about to be deleted. That means it shouldn't continue processing.
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if(assailant.client)
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if(!hud) return //this somehow can runtime under the right circumstances
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