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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
@@ -524,7 +524,7 @@
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/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height=0)
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if(isitem(mover) && mover.throwing)
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var/obj/item/I = mover
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if(istype(I, /obj/item/projectile))
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if(isprojectile(I))
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return
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if(prob(75) || (istype(mover.throwing.thrower) && (HAS_TRAIT(mover.throwing.thrower, TRAIT_BADASS) || HAS_TRAIT(mover.throwing.thrower, TRAIT_NEVER_MISSES_DISPOSALS))))
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I.forceMove(src)
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@@ -285,7 +285,7 @@
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return
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/obj/machinery/disposal/deliveryChute/Bumped(atom/movable/AM) //Go straight into the chute
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if(istype(AM, /obj/item/projectile) || isAI(AM) || QDELETED(AM))
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if(isprojectile(AM) || isAI(AM) || QDELETED(AM))
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return
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switch(dir)
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if(NORTH)
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