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Weapons used at melee range no longer embed.
Melee weapons will no longer embed when hitting people directly with them. Note that items that are thrown and projectiles will still embed as per their normal behavior.
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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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