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https://github.com/ParadiseSS13/Paradise.git
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Cell Changes and other Stuff
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+23
-18
@@ -168,7 +168,7 @@
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/obj/item/weapon/legcuffs/beartrap
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name = "bear trap"
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throw_speed = 2
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throw_speed = 1
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throw_range = 1
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icon_state = "beartrap0"
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desc = "A trap used to catch bears and other legged creatures."
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@@ -185,26 +185,31 @@
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icon_state = "beartrap[armed]"
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user << "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>"
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/obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj)
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if(armed)
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if(ishuman(AM))
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if(isturf(src.loc))
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if(armed && isturf(src.loc))
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if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
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var/mob/living/L = AM
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armed = 0
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icon_state = "beartrap0"
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
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"<span class='userdanger'>You trigger \the [src]!</span>")
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == "run")
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armed = 0
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if(H.lying)
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H.apply_damage(20,BRUTE,"chest")
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else
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H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg")))
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if(!H.legcuffed) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
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H.legcuffed = src
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src.loc = H
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H.update_inv_legcuffed()
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H << "\red <B>You step on \the [src]!</B>"
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H.update_inv_legcuffed(0)
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feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
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for(var/mob/O in viewers(H, null))
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if(O == H)
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continue
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O.show_message("\red <B>[H] steps on \the [src].</B>", 1)
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if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
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armed = 0
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var/mob/living/simple_animal/SA = AM
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SA.health -= 20
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else
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L.apply_damage(20,BRUTE)
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..()
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@@ -591,13 +596,13 @@
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item_state = "RPED"
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w_class = 5
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can_hold = list("/obj/item/weapon/stock_parts","/obj/item/weapon/cell")
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storage_slots = 14
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storage_slots = 50
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use_to_pickup = 1
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allow_quick_gather = 1
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allow_quick_empty = 1
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collection_mode = 1
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max_w_class = 3
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max_combined_w_class = 28
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max_combined_w_class = 100
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/obj/item/weapon/storage/part_replacer/proc/play_rped_sound()
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//Plays the sound for RPED exchanging or installing parts.
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