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Merge tgstation13 r4570 into bs12_with_tgport
Conflicts: baystation12.dme code/defines/obj.dm code/defines/procs/helpers.dm code/defines/turf.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/cult_structures.dm code/game/gamemodes/events.dm code/game/machinery/telecomms/machine_interactions.dm code/game/master_controller.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/item.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/wires.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/modules/clothing/head/hardhat.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mob/living/silicon/robot/life.dm code/modules/mob/mob_defines.dm code/modules/mob/new_player/login.dm code/modules/paperwork/pen.dm code/modules/paperwork/stamps.dm code/unused/toilets.dm html/changelog.html icons/effects/alert.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
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@@ -1,26 +1,4 @@
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//TODO: Move these into atom_procs.dm after carn's finished with it, otherwise it'll conflict - Nodrak
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/atom/proc/ex_act()
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return
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/atom/proc/blob_act()
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return
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// bullet_act called when anything is hit buy a projectile (bullet, tazer shot, laser, etc.)
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// flag is projectile type, can be:
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//PROJECTILE_TASER = 1 taser gun
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//PROJECTILE_LASER = 2 laser gun
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//PROJECTILE_BULLET = 3 traitor pistol
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//PROJECTILE_PULSE = 4 pulse rifle
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//PROJECTILE_BOLT = 5 crossbow
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//PROJECTILE_WEAKBULLET = 6 detective's revolver
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/turf/Entered(atom/A as mob|obj)
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..()
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if ((A && A.density && !( istype(A, /obj/effect/beam) )))
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for(var/obj/effect/beam/i_beam/I in src)
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spawn( 0 )
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if (I)
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I.hit()
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return
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/obj/item/weapon/Bump(mob/M as mob)
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spawn(0)
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..()
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return
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