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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 13:37:58 +01:00
Axes Some Pooling
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@@ -170,16 +170,16 @@
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var/obj/O
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//shards
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O = PoolOrNew(/obj/item/weapon/shard, loc)
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O = new /obj/item/weapon/shard(loc)
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step_to(O, get_turf(pick(view(7, src))))
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if(prob(75))
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O = PoolOrNew(/obj/item/weapon/shard, loc)
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O = new /obj/item/weapon/shard(loc)
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step_to(O, get_turf(pick(view(7, src))))
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if(prob(50))
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O = PoolOrNew(/obj/item/weapon/shard, loc)
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O = new /obj/item/weapon/shard(loc)
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step_to(O, get_turf(pick(view(7, src))))
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if(prob(25))
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O = PoolOrNew(/obj/item/weapon/shard, loc)
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O = new /obj/item/weapon/shard(loc)
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step_to(O, get_turf(pick(view(7, src))))
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//rods
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@@ -18,7 +18,7 @@
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var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(user.loc)
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user.put_in_active_hand(B)
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if(prob(33))
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PoolOrNew(/obj/item/weapon/shard, target.loc) // Create a glass shard at the target's location!
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new /obj/item/weapon/shard(target.loc) // Create a glass shard at the target's location!
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B.icon_state = src.icon_state
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var/icon/I = new('icons/obj/drinks.dmi', src.icon_state)
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@@ -12,7 +12,7 @@
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proc/smash(mob/living/target as mob, mob/living/user as mob)
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//Creates a shattering noise and replaces the drinking glass with a glass shard
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user.drop_item()
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var/obj/item/weapon/shard/S = PoolOrNew(/obj/item/weapon/shard, user.loc)
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var/obj/item/weapon/shard/S = new /obj/item/weapon/shard(user.loc)
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user.put_in_active_hand(S)
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playsound(src, "shatter", 70, 1)
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@@ -20,17 +20,17 @@
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/obj/structure/crystal/Destroy()
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src.visible_message("<span class='danger'>\The [src] shatters!</span>")
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if(prob(75))
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PoolOrNew(/obj/item/weapon/shard/plasma, loc)
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new /obj/item/weapon/shard/plasma(loc)
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if(prob(50))
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PoolOrNew(/obj/item/weapon/shard/plasma, loc)
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new /obj/item/weapon/shard/plasma(loc)
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if(prob(25))
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PoolOrNew(/obj/item/weapon/shard/plasma, loc)
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new /obj/item/weapon/shard/plasma(loc)
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if(prob(75))
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PoolOrNew(/obj/item/weapon/shard, loc)
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new /obj/item/weapon/shard(loc)
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if(prob(50))
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PoolOrNew(/obj/item/weapon/shard, loc)
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new /obj/item/weapon/shard(loc)
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if(prob(25))
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PoolOrNew(/obj/item/weapon/shard, loc)
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new /obj/item/weapon/shard(loc)
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return ..()
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//todo: laser_act
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@@ -311,9 +311,9 @@
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apply_material_decorations = 0
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if(22)
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if(prob(50))
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new_item = PoolOrNew(/obj/item/weapon/shard, loc)
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new_item = new /obj/item/weapon/shard(loc)
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else
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new_item = PoolOrNew(/obj/item/weapon/shard/plasma, loc)
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new_item = new /obj/item/weapon/shard/plasma(loc)
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apply_prefix = 0
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apply_image_decorations = 0
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