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Add Somatoray Mode to Remove Reagents (#17196)
* Adds somatoray mode to remove reagents from plants * Typo * Fixes small issue with floraprune projectile
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@@ -56,6 +56,7 @@
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list(mode_name="induce mutations", projectile_type=/obj/item/projectile/energy/floramut, modifystate="floramut"),
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list(mode_name="increase yield", projectile_type=/obj/item/projectile/energy/florayield, modifystate="florayield"),
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list(mode_name="induce specific mutations", projectile_type=/obj/item/projectile/energy/floramut/gene, modifystate="floramut"),
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list(mode_name="prune reagents", projectile_type=/obj/item/projectile/energy/floraprune, modifystate="floramut"),
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)
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/obj/item/gun/energy/floragun/Initialize()
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@@ -121,6 +122,7 @@
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var/obj/item/projectile/energy/floramut/gene/G = .
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var/obj/item/projectile/energy/florayield/GY = .
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var/obj/item/projectile/energy/floramut/GM = .
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var/obj/item/projectile/energy/floraprune/GP = .
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// Inserting the upgrade level of the gun to the projectile as there isn't a better way to do this.
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if(istype(G))
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G.gene = gene
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@@ -129,6 +131,8 @@
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GY.lasermod = emitter.rating
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else if(istype(GM))
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GM.lasermod = emitter.rating
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else if(istype(GP))
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GP.lasermod = emitter.rating
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/obj/item/gun/energy/meteorgun
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name = "meteor gun"
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@@ -221,6 +221,32 @@
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else
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return 1
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/obj/item/projectile/energy/floraprune
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name = "delta somatoray"
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icon_state = "energy2"
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fire_sound = 'sound/effects/stealthoff.ogg'
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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light_range = 2
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light_power = 0.5
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light_color = "#FFFFFF"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
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var/lasermod = 0
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hud_state = "electrothermal"
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/obj/item/projectile/energy/floraprune/on_hit(var/atom/target, var/blocked = 0)
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var/mob/living/M = target
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if(ishuman(target)) //Make plantpeople thin, seeing as we're removing reagents from actual plants
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var/mob/living/carbon/human/H = M
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if((H.species.flags & IS_PLANT) && (M.nutrition > 30))
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M.adjust_nutrition(-30)
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else if (istype(target, /mob/living/carbon/))
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M.show_message(span_blue("The radiation beam dissipates harmlessly through your body."))
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else
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return 1
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/obj/item/projectile/beam/mindflayer
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name = "flayer ray"
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