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Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.
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@@ -195,26 +195,26 @@ FINGERPRINT CARD
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return "<B>There are no fingerprints on this card.</B>"
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return
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/obj/item/weapon/f_card/attack_hand(mob/user as mob)
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///obj/item/weapon/f_card/attack_hand(mob/user as mob)
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if ((user.r_hand == src || user.l_hand == src))
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src.add_fingerprint(user)
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var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user )
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F.amount = 1
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src.amount--
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if (user.hand)
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user.l_hand = F
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else
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user.r_hand = F
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F.layer = 20
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F.add_fingerprint(user)
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if (src.amount < 1)
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//SN src = null
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del(src)
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return
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else
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..()
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return
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// if ((user.r_hand == src || user.l_hand == src))
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// add_fingerprint(user)
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// var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user )
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// F.amount = 1
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// src.amount--
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// if (user.hand)
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// user.l_hand = F
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// else
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// user.r_hand = F
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// F.layer = 20
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// F.add_fingerprint(user)
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// if (src.amount < 1)
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// //SN src = null
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// del(src)
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// return
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// else
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// ..()
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// return
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/obj/item/weapon/f_card/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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@@ -253,10 +253,10 @@ FINGERPRINT CARD
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..()
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if (!istype(usr, /mob/living/silicon))
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if (src.fingerprints)
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if (fingerprints)
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if (src.amount > 1)
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var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card(get_turf(src))
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F.amount = --src.amount
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src.amount = 1
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src.icon_state = "fingerprint1"
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amount = 1
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icon_state = "fingerprint1"
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return
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