mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 14:37:27 +01:00
Items are now assumed to be conductive, rather than the opposite
This commit is contained in:
@@ -3,7 +3,6 @@
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desc = "A small electronic device that should never exist."
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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throwforce = 2
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@@ -3,7 +3,7 @@
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = CONDUCT | PROXMOVE
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flags = PROXMOVE
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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throw_speed = 3
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@@ -233,7 +233,7 @@
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tmr.time=5
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tmr.secured = 1
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tmr.holder = src
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START_PROCESSING(SSobj, tmr)
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START_PROCESSING(SSobj, tmr)
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a_left = tmr
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a_right = ign
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secured = 1
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@@ -6,7 +6,6 @@
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var/obj/item/device/radio/electropack/part2 = null
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var/status = 0
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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/obj/item/assembly/shock_kit/Destroy()
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qdel(part1)
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@@ -52,7 +52,6 @@
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name = "cyborg suit"
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desc = "Suit for a cyborg costume."
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icon_state = "death"
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flags = CONDUCT
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fire_resist = T0C+5200
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER
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@@ -3,7 +3,7 @@
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desc = "Swipe your ID card to make purchases electronically."
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icon = 'icons/obj/device.dmi'
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icon_state = "retail_idle"
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flags = NOBLUDGEON|CONDUCT
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flags = NOBLUDGEON
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slot_flags = SLOT_BELT
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req_access = list(access_heads)
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w_class = ITEMSIZE_SMALL
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@@ -100,7 +100,7 @@
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amount_per_transfer_from_this = 20
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possible_transfer_amounts = null
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volume = 150
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flags = CONDUCT | OPENCONTAINER
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flags = OPENCONTAINER
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/obj/item/weapon/reagent_containers/food/drinks/golden_cup/on_reagent_change()
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..()
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@@ -12,7 +12,6 @@
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icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
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icon_state = "wirer-wire"
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item_state = "wirer"
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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var/datum/integrated_io/selected_io = null
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var/mode = WIRE
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@@ -110,7 +109,6 @@
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settings to specific circuits, or for debugging purposes. It can also pulse activation pins."
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icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
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icon_state = "debugger"
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flags = CONDUCT
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w_class = 2
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var/data_to_write = null
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var/accepting_refs = 0
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@@ -37,8 +37,8 @@
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if(apply_colour)
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color = material.icon_colour
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if(material.conductive)
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flags |= CONDUCT
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if(!material.conductive)
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flags |= NOCONDUCT
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matter = material.get_matter()
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update_strings()
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@@ -4,7 +4,6 @@
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icon = 'icons/obj/items.dmi'
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name = "Coin"
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icon_state = "coin"
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flags = CONDUCT
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force = 0.0
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throwforce = 0.0
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w_class = ITEMSIZE_TINY
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@@ -13,7 +13,6 @@
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name = "mining drill"
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desc = "The most basic of mining drills, for short excavations and small mineral extractions."
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icon = 'icons/obj/items.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 15.0
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throwforce = 4.0
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@@ -112,7 +111,6 @@
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desc = "A large tool for digging and moving dirt."
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icon = 'icons/obj/items.dmi'
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icon_state = "shovel"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 8.0
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throwforce = 4.0
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@@ -4,7 +4,6 @@
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icon = 'icons/obj/storage.dmi'
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name = "Money bag"
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icon_state = "moneybag"
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flags = CONDUCT
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force = 10.0
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throwforce = 2.0
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w_class = ITEMSIZE_LARGE
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@@ -6,7 +6,6 @@
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icon_state = "robotanalyzer"
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item_state = "analyzer"
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desc = "A hand-held scanner able to diagnose robotic injuries."
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 3
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w_class = ITEMSIZE_SMALL
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@@ -19,7 +19,6 @@ var/global/list/robot_modules = list(
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icon_state = "std_module"
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w_class = ITEMSIZE_NO_CONTAINER
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item_state = "std_mod"
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flags = CONDUCT
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var/hide_on_manifest = 0
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var/channels = list()
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var/networks = list()
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@@ -124,7 +124,6 @@ var/global/photo_count = 0
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icon_state = "camera"
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item_state = "camera"
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w_class = ITEMSIZE_SMALL
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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var/pictures_max = 10
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@@ -191,7 +191,6 @@ proc/cardinalrange(var/center)
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icon_state = "box"
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item_state = "electronic"
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w_class = ITEMSIZE_LARGE
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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@@ -238,7 +238,7 @@ var/list/possible_cable_coil_colours = list(
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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if(!(W.flags & NOCONDUCT))
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shock(user, 50, 0.7)
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src.add_fingerprint(user)
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@@ -511,7 +511,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
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throw_speed = 2
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "coil"
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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@@ -932,7 +931,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
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throw_speed = 2
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
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flags = CONDUCT
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slot_flags = SLOT_BELT
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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stacktype = null
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@@ -471,7 +471,7 @@
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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if(on && !(W.flags & NOCONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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@@ -509,7 +509,7 @@
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return
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user << "You stick \the [W] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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if(has_power() && !(W.flags & NOCONDUCT))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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@@ -3,7 +3,6 @@
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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w_class = ITEMSIZE_TINY
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@@ -66,7 +65,6 @@
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desc = "A magazine for some kind of gun."
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icon_state = ".357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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@@ -38,7 +38,6 @@
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)
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = ITEMSIZE_NORMAL
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@@ -7,7 +7,6 @@
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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projectile_type = /obj/item/projectile/ion
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@@ -127,7 +126,11 @@
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icon = 'icons/obj/gun.dmi'
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item_icons = null
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icon_state = "staffofchange"
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<<<<<<< HEAD
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fire_sound = 'sound/weapons/emitter.ogg'
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flags = CONDUCT
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=======
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>>>>>>> f093ebd... Merge pull request #5987 from Anewbe/shock_grilles
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_LARGE
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charge_cost = 480
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@@ -2,7 +2,6 @@
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name = "launcher"
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desc = "A device that launches things."
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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slot_flags = SLOT_BACK
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var/release_force = 0
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@@ -5,7 +5,6 @@
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item_state = "pneumatic"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_HUGE
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flags = CONDUCT
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fire_sound_text = "a loud whoosh of moving air"
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fire_delay = 50
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fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace
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@@ -7,7 +7,6 @@
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throw_speed = 2
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throw_range = 10
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force = 5.0
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flags = CONDUCT
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slot_flags = 0
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
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fire_sound = 'sound/weapons/rpg.ogg'
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@@ -5,7 +5,6 @@
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 3
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force = 3
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@@ -6,7 +6,6 @@
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max_shells = 4
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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@@ -41,14 +40,14 @@
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loaded -= AC //Remove casing from loaded list.
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chambered = AC
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if(animated_pump)//This affects all bolt action and shotguns.
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if(animated_pump)//This affects all bolt action and shotguns.
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flick("[icon_state]-cycling", src)//This plays any pumping
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump/update_icon()//This adds empty sprite capability for shotguns.
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..()
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if(!empty_sprite)//Just a dirty check
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if(!empty_sprite)//Just a dirty check
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return
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if((loaded.len) || (chambered))
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icon_state = "[icon_state]"
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@@ -80,7 +79,6 @@
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
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@@ -326,7 +326,6 @@
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w_class = ITEMSIZE_SMALL
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item_state = "electronic"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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proc/openwindow(mob/user as mob)
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@@ -20,7 +20,6 @@
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// var/maxshieldload = 200
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var/obj/structure/cable/attached // the attached cable
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var/storedpower = 0
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flags = CONDUCT
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//There have to be at least two posts, so these are effectively doubled
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var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
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var/max_stored_power = 50000 //50 kW
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@@ -6,7 +6,6 @@
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icon_state = "health"
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w_class = ITEMSIZE_SMALL
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item_state = "electronic"
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flags = CONDUCT
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/obj/item/device/antibody_scanner/attack(mob/M as mob, mob/user as mob)
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if(!istype(M,/mob/living/carbon/))
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