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Convert some bools to TRUE/FALSE instead of 1/0. (#11100)
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
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Aronai Sieyes
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@@ -7,7 +7,7 @@
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nodamage = 0
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check_armour = "bullet"
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embed_chance = 20 //Modified in the actual embed process, but this should keep embed chance about the same
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sharp = 1
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sharp = TRUE
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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excavation_amount = 20
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@@ -100,7 +100,7 @@
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/projectile/bullet/pistol/rubber // "Rubber" bullets for all other pistols.
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@@ -108,7 +108,7 @@
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damage = 5
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agony = 40
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
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@@ -125,7 +125,7 @@
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damage = 20
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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//Should do about 80 damage at 1 tile distance (adjacent), and 50 damage at 3 tiles distance.
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@@ -150,7 +150,7 @@
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fire_sound = 'sound/weapons/Laser.ogg' // Really? We got nothing better than this?
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damage = 15
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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combustion = FALSE
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@@ -208,7 +208,7 @@
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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/obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round.
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/obj/item/projectile/bullet/rifle/a145 // 14.5�114mm is bigger than a .50 BMG round.
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fire_sound = 'sound/weapons/Gunshot_cannon.ogg' // This is literally an anti-tank rifle caliber. It better sound like a fucking cannon.
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damage = 80
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stun = 3
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@@ -248,7 +248,7 @@
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fire_sound = 'sound/effects/Explosion1.ogg'
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damage = 20
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embed_chance = 0
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edge = 1
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edge = TRUE
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/obj/item/projectile/bullet/burstbullet/on_hit(var/atom/target, var/blocked = 0)
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if(isturf(target))
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@@ -304,7 +304,7 @@
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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combustion = FALSE
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@@ -319,7 +319,7 @@
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damage = 0
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nodamage = 1
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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/obj/item/projectile/bullet/blank/cap/process()
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loc = null
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@@ -2,7 +2,7 @@
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damage = 10
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agony = 60
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embed_chance = 0
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sharp = 0
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sharp = FALSE
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check_armour = "melee"
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/obj/item/projectile/energy/flash/strong
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@@ -42,7 +42,7 @@
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if(I_HURT)
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check_armour = "bullet"
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damage *= 3
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sharp = 1
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sharp = TRUE
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agony = 20
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if(I_GRAB)
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check_armour = "melee"
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@@ -41,8 +41,8 @@
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icon_state= "bolter"
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damage = 50
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check_armour = "bullet"
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sharp = 1
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edge = 1
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sharp = TRUE
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edge = TRUE
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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