mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts: code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/items/weapons/grenades.dm code/game/objects/items/weapons/implants/implant.dm code/game/objects/radio/headset.dm code/game/objects/radio/radio.dm code/modules/assembly/assembly.dm code/modules/assembly/holder.dm code/modules/clothing/glasses.dm code/modules/mob/living/silicon/robot/robot_modules.dm code/modules/paperwork/paper.dm code/modules/research/circuitprinter.dm code/modules/research/protolathe.dm icons/mob/suit.dmi
This commit is contained in:
@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/energy
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icon_state = "energy"
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name = "energy gun"
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/energy/gun
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icon_state = "energystun100"
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item_state = "energystun100"
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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@@ -129,4 +131,4 @@
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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@@ -1,3 +1,5 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/*
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#define BRUTE "brute"
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#define BURN "burn"
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@@ -19,33 +21,32 @@
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var
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bumped = 0 //Prevents it from hitting more than one guy at once
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def_zone = "" //Aiming at
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mob/firer = null//Who shot it
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silenced = 0 //Attack message
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yo = null
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xo = null
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current = null
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turf/original = null // the original turf clicked
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turf/starting = null // the projectile's starting turf
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var/bumped = 0 //Prevents it from hitting more than one guy at once
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var/def_zone = "" //Aiming at
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var/mob/firer = null//Who shot it
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var/silenced = 0 //Attack message
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var/yo = null
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var/xo = null
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var/current = null
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var/turf/original = null // the original turf clicked
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var/turf/starting = null // the projectile's starting turf
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p_x = 16
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p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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damage = 10
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damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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nodamage = 0 //Determines if the projectile will skip any damage inflictions
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flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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projectile_type = "/obj/item/projectile"
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/projectile_type = "/obj/item/projectile"
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//Effects
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stun = 0
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weaken = 0
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paralyze = 0
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irradiate = 0
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stutter = 0
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eyeblur = 0
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drowsy = 0
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var/stun = 0
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var/weaken = 0
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var/paralyze = 0
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var/irradiate = 0
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var/stutter = 0
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var/eyeblur = 0
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var/drowsy = 0
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proc/on_hit(var/atom/target, var/blocked = 0)
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@@ -154,9 +155,8 @@
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invisibility = 101 //Nope! Can't see me!
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yo = null
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xo = null
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var
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target = null
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result = 0 //To pass the message back to the gun.
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var/target = null
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var/result = 0 //To pass the message back to the gun.
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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