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And mobs are allowed to break stuff too
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@@ -9,7 +9,7 @@
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var/violent_breakthrough = TRUE // If false, the AI is not allowed to destroy things like windows or other structures in the way. Requires above var to be true.
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var/stand_ground = FALSE // If true, the AI won't try to get closer to an enemy if out of range.
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// This does the actual attacking.
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/datum/ai_holder/proc/engage_target()
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ai_log("engage_target() : Entering.", AI_LOG_DEBUG)
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@@ -293,7 +293,7 @@
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// Kill common obstacle in the way like tables.
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var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
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if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille) || istype(obstacle, /obj/effect/weaversilk/wall)) //VOREStation Edit: spdr
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ai_log("destroy_surroundings() : Attacking generic structure.", AI_LOG_INFO)
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return melee_attack(obstacle)
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@@ -26,6 +26,10 @@
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/obj/effect/weaversilk/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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qdel(src)
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/obj/effect/weaversilk/attack_generic(mob/user as mob, var/damage)
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if(damage)
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qdel(src)
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/obj/effect/weaversilk/attack_hand(mob/user as mob)
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..()
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if(user.a_intent == I_HURT)
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