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Gets rid of hasvar usage and moves up some vars (#18262)
* Gets rid of hasvar usage * thiiis * moves damtype to /obj/item * throwing * Move vars moved * matter as well Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials * Update floor_light.dm * exploitable * this can be moved up... * move persist to /item you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want. * gets rid of being_used I added this for xenoarch, that was a mistake * move these * move these to the base file * Makes floorlight autolathe recipe not shit * Update floor_light.dm * Update floor_light.dm * Mechs no longer gib when hitting things --------- Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
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@@ -45,9 +45,9 @@
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return
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else
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switch(W.damtype)
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if("fire")
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if(BURN)
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health -= W.force * 1
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if("brute")
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if(BRUTE)
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health -= W.force * 0.75
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if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
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playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
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@@ -36,9 +36,9 @@
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/obj/structure/ghost_pod/automatic/xenomorph_egg/attackby(obj/item/W as obj, mob/user as mob)
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user.setClickCooldown(user.get_attack_speed(W))
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switch(W.damtype)
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if("fire")
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if(BURN)
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health -= W.force * 1.25 //It really doesn't like fire
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if("brute")
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if(BRUTE)
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health -= W.force * 0.75 //Bit hard to cut
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playsound(src, 'sound/effects/attackblob.ogg', 50, 1)
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healthcheck()
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@@ -46,10 +46,10 @@
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return
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/obj/structure/ghost_pod/automatic/xenomorph_egg/bullet_act(var/obj/item/projectile/Proj)
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switch(damtype)
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if("fire")
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switch(Proj.damtype)
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if(BURN)
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health -= Proj.damage * 1.5 //It burns!
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if("brute")
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if(BRUTE)
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health -= Proj.damage //It hurts a bit more then a sharp stick
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healthcheck()
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..()
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@@ -155,9 +155,9 @@
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user.do_attack_animation(src)
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playsound(src, 'sound/effects/grillehit.ogg', 80, 1)
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switch(W.damtype)
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if("fire")
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if(BURN)
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health -= W.force
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if("brute")
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if(BRUTE)
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health -= W.force * 0.1
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healthcheck()
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..()
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@@ -263,8 +263,8 @@
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if(ismob(AM)) // All mobs have a multiplier and a size according to mob_defines.dm
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var/mob/I = AM
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tforce = I.mob_size * (speed/THROWFORCE_SPEED_DIVISOR)
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else
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var/obj/O = AM
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else if(isitem(AM))
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var/obj/item/O = AM
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tforce = O.throwforce * (speed/THROWFORCE_SPEED_DIVISOR)
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if (tforce < 15)
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return
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