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Variable rename and operator change
Changes the variable name to avoid confusion, and changes the math to use the *= operator. Also does the same for the spacevines, for consistency.
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@@ -485,29 +485,29 @@
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if (!W || !user || !W.type)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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var/force = W.force
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var/damage_to_do = W.force
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if(istype(W, /obj/item/weapon/scythe))
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var/obj/item/weapon/scythe/S = W
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if(S.extend) //so folded telescythes won't get damage boosts / insta-clears (they instead will instead be treated like non-scythes)
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force = force * 4
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damage_to_do *= 4
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for(var/obj/structure/spacevine/B in range(1,src))
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if(B.health > force) //this only is going to occur for woodening mutation vines (increased health) or if we nerf scythe damage/multiplier
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B.health -= force
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if(B.health > damage_to_do) //this only is going to occur for woodening mutation vines (increased health) or if we nerf scythe damage/multiplier
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B.health -= damage_to_do
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else
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B.wither()
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return
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if(is_sharp(W))
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force = force * 4
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damage_to_do *= 4
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if(W && W.damtype == "fire")
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force = force * 4
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damage_to_do *= 4
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for(var/datum/spacevine_mutation/SM in mutations)
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force = SM.on_hit(src, user, W, force) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
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damage_to_do = SM.on_hit(src, user, W, damage_to_do) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
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health -= force
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health -= damage_to_do
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if(health < 1)
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wither()
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