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Mining Mobs - More mob behavior overhaul, kinetic gun tweaks, etc
Conflicts: code/modules/mob/living/simple_animal/hostile/hostile.dm code/modules/projectiles/ammunition/energy.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/special.dm icons/mob/animal.dmi icons/obj/projectiles.dmi
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@@ -104,7 +104,7 @@
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return src.attack_hand(user)
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/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob)
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/*/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob)
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if(M.wall_smash)
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if (istype(src, /turf/simulated/wall/r_wall) && !rotting)
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M << text("\blue This wall is far too strong for you to destroy.")
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@@ -119,7 +119,17 @@
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return
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M << "\blue You push the wall but nothing happens!"
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return
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return*/
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/turf/simulated/wall/attack_animal(var/mob/living/simple_animal/M)
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if(M.wall_smash)
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if (istype(src, /turf/simulated/wall/r_wall))
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M << text("\blue This wall is far too strong for you to destroy.")
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return
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else
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M << text("\blue You smash through the wall.")
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dismantle_wall(1)
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return
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/turf/simulated/wall/attack_hand(mob/user as mob)
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if (M_HULK in user.mutations)
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@@ -394,4 +404,4 @@
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/turf/simulated/wall/ChangeTurf(var/newtype)
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for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
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..(newtype)
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..(newtype)
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