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Fixed a few more reversed add_logs
Did a search, and found 3 of these to patch up. Perhaps there's something left, perhaps not.
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@@ -96,7 +96,7 @@
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//20% chance to actually hit the eyes
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if(prob(effectchance * diode.rating))
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add_logs(user, C, "shone in the eyes", object="laser pointer")
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add_logs(C, user, "shone in the eyes", object="laser pointer")
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//eye target check
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@@ -213,4 +213,4 @@
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energy = max_energy
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recharging = 0
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recharge_locked = 0
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..()
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..()
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@@ -571,7 +571,7 @@
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playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
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if(creator)
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for(var/mob/living/L in src.loc)
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add_logs(creator, L, "used a resonator field on", object="resonator")
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add_logs(L, creator, "used a resonator field on", object="resonator")
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L << "<span class='danger'>The [src.name] ruptured with you in it!</span>"
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L.adjustBruteLoss(resonance_damage)
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else
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@@ -35,7 +35,7 @@ In all, this is a lot like the monkey code. /N
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visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
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"<span class='userdanger'>[M.name] bites [src]!</span>")
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adjustBruteLoss(damage)
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add_logs(M, src, "attacked", admin=0)
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add_logs(src, M, "attacked", admin=0)
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updatehealth()
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else
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M << "<span class='warning'>[name] is too injured for that.</span>"
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@@ -67,4 +67,4 @@ In all, this is a lot like the monkey code. /N
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if(..())
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var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
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adjustBruteLoss(damage)
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updatehealth()
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updatehealth()
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