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Blood dialysis
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@@ -120,41 +120,25 @@
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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spawn(0)
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if(A)
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if(firer && istype(A, /obj/structure/stool/bed/chair/cart))//This is very sloppy but there's no way to get the firer after its passed to bullet_act, we'll just have to assume the admins will use their judgement
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var/obj/structure/stool/bed/chair/cart/JC = A
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if(JC.buckled_mob)
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var/mob/BM = JC.buckled_mob
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if(istype(firer, /mob))
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BM.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[BM]/[BM.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[BM]/[BM.ckey]</b> with a <b>[src.type]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [BM] ([BM.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [BM] ([BM.ckey]) with a [src]") //BS12 EDIT ALG
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else
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BM.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[BM]/[BM.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [BM] ([BM.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: UNKNOWN shot [BM] ([BM.ckey]) with a [src]") //BS12 EDIT ALG
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if (!forcedodge)
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forcedodge = A.bullet_act(src, def_zone) // searches for return value
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if(forcedodge == -1) // the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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else
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loc = A.loc
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permutated.Add(A)
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return 0
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if(istype(A,/turf))
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for(var/obj/O in A)
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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if(!istype(src, /obj/item/projectile/beam/lightning))
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density = 0
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invisibility = 101
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del(src)
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if(A)
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if (!forcedodge)
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forcedodge = A.bullet_act(src, def_zone) // searches for return value
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if(forcedodge == -1) // the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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else
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loc = A.loc
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permutated.Add(A)
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return 0
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if(istype(A,/turf))
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for(var/obj/O in A)
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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density = 0
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invisibility = 101
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del(src)
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return 1
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