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Xenotaser should work now
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@@ -95,6 +95,12 @@ Also includes Life and New
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if(!health)
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stat = DEAD
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/mob/living/simple_animal/xeno/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam/stun/xeno))
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var/obj/item/projectile/beam/stun/xeno/hit = Proj
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stasis += hit.stasisforce
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..()
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/mob/living/simple_animal/xeno/Destroy()
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traitdat.Destroy() //Let's clean up after ourselves.
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traitdat = null
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@@ -52,13 +52,19 @@
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muzzle_type = /obj/effect/projectile/laser_omni/muzzle
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tracer_type = /obj/effect/projectile/laser_omni/tracer
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impact_type = /obj/effect/projectile/laser_omni/impact
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/*
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/obj/item/projectile/beam/stun/xeno/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/simple_animal/xeno))
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world << "is xeno"
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var/mob/living/simple_animal/xeno/X = target
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if(istype(target, /mob/living/simple_animal/xeno/slime))
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world << "[target.name]"
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if(istype(X, /mob/living/simple_animal/xeno/slime))
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world << "is slime"
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X.stasis += stasisforce
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else
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world << "is not slime"
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X.stasis += (stasisforce / 8)
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else
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..()
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world << "is not xeno"
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..()
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*/
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