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Merge pull request #73 from SamCroswell/master
Weapons No Longer Embed, Minor Map Edits
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@@ -46,10 +46,10 @@ emp_act
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(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
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(SP.loc) = organ
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organ.embed(SP)
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var/mob/living/carbon/human/M = src
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var/mob/living/carbon/human/M = src
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var/datum/organ/external/affected = M.get_organ(def_zone)
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affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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return (..(P , def_zone))
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@@ -81,8 +81,8 @@ emp_act
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if(used_weapon)
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var/obj/item/W = used_weapon
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affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
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affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
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..(stun_amount, agony_amount, def_zone, used_weapon)
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/mob/living/carbon/human/getarmor(var/def_zone, var/type)
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@@ -329,7 +329,7 @@ emp_act
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if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
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affecting.dismember_limb()
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//Melee weapon embedded object code.
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/* //Melee weapon embedded object code. Commented out, as most people on the forums seem to find this annoying and think it does not contribute to general gameplay. - Dave
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if (I.damtype == BRUTE && !I.is_robot_module())
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var/damage = I.force
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if (armor)
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@@ -342,7 +342,7 @@ emp_act
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//Sharp objects will always embed if they do enough damage.
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if(((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0) )
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affecting.embed(I)
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return 1
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return 1*/
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//this proc handles being hit by a thrown atom
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/mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
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@@ -2,7 +2,7 @@
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name = "pulse rifle"
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desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
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icon_state = "pulse"
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item_state = "pulse" //so the human update icon uses the icon_state instead.
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item_state = null //so the human update icon uses the icon_state instead.
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force = 10
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fire_sound = 'sound/weapons/pulse.ogg'
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charge_cost = 200
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@@ -3,6 +3,7 @@
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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fire_sound = 'sound/weapons/Laser.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 4.0
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