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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
parent
00be61a811
commit
7fa44a31fb
@@ -1448,8 +1448,7 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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/mob/living/carbon/human/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_THREE)
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var/list/handlist = list(l_hand, r_hand)
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for(var/obj/item/hand in handlist)
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for(var/obj/item/hand in get_both_hands(src))
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if(prob(current_size * 5) && hand.w_class >= ((11-current_size)/2) && unEquip(hand))
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step_towards(hand, src)
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to_chat(src, "<span class='warning'>\The [S] pulls \the [hand] from your grip!</span>")
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@@ -605,7 +605,7 @@ Difficulty: Hard
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return FALSE
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if(mover == caster.pulledby)
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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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var/obj/item/projectile/P = mover
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if(P.firer == caster)
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return TRUE
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@@ -181,7 +181,7 @@
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if(!(M.mobility_flags & MOBILITY_MOVE))
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return TRUE
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return prob(80)
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return prob(20)
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return ..()
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@@ -6,7 +6,7 @@
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if(height==0)
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return 1
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if(istype(mover, /obj/item/projectile))
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if(isprojectile(mover))
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return projectile_hit_check(mover)
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if(mover.throwing)
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return (!density || horizontal || (mover.throwing.thrower == src))
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