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Full Auto Gun Mode Component (#24998)
* Full Auto Gun Mode Component * Apply some refactoring * spaces mhmm * Some signal movement * Apply DGamerL suggestions * Unknown SIGNAL_HANDLER no more * Fix runtime if uid is passed * Why the hell you even care * god you serious --------- Co-authored-by: Gottfrei <zweisen@gmail.com>
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co-authored by
Gottfrei
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00be61a811
commit
7fa44a31fb
@@ -61,7 +61,7 @@
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/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return TRUE
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if(!density)
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return TRUE
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@@ -410,7 +410,7 @@
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return prob(girderpasschance)
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else
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return prob(girderpasschance)
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else
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return 0
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@@ -123,7 +123,7 @@
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return TRUE
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return (prob(30) || !density)
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/obj/structure/grille/CanPathfindPass(obj/item/card/id/ID, dir, caller, no_id = FALSE)
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@@ -102,7 +102,7 @@
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/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return TRUE
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if(ismob(mover))
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var/mob/living/M = mover
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@@ -130,7 +130,7 @@
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var/mob/living/M = O
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if(istype(O) && O.checkpass(PASSFENCE))
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return TRUE
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if(istype(O, /obj/item/projectile))
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if(isprojectile(O))
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return TRUE
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if(istype(M))
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if(M.flying || M.floating || (IS_HORIZONTAL(M) && HAS_TRAIT(M, TRAIT_CONTORTED_BODY)))
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