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/obj/item/projectile --> /obj/projectile (#30411)
* yers * vars * map changes * some comments (clearly not stolen from items) * fix component * summary
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@@ -15,7 +15,7 @@
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is_ranged = TRUE
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ranged_burst_count = 3
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ranged_burst_interval = 0.4
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projectile_type = /obj/item/projectile/beam/immolator/weak/hitscan
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projectile_type = /obj/projectile/beam/immolator/weak/hitscan
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projectile_sound = 'sound/weapons/laser3.ogg'
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minimum_survivable_temperature = 0
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@@ -88,7 +88,7 @@
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update_icons()
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/// We overide the basic effect, as malfunctioning drones are in space, and use jets to dodge. Also lets us do cool effects.
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/mob/living/basic/malf_drone/advanced_bullet_dodge(mob/living/source, obj/item/projectile/hitting_projectile)
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/mob/living/basic/malf_drone/advanced_bullet_dodge(mob/living/source, obj/projectile/hitting_projectile)
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if(HAS_TRAIT(source, TRAIT_IMMOBILIZED))
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return NONE
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if(source.stat != CONSCIOUS)
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