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https://github.com/VOREStation/VOREStation.git
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Changes the way embedding works
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@@ -2,8 +2,6 @@
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name = "dart"
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icon_state = "dart"
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damage = 5
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sharp = 1
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embed = 1 //the dart is shot fast enough to pierce space suits, so I guess splintering inside the target can be a thing. Should be rare due to low damage.
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var/reagent_amount = 15
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kill_count = 15 //shorter range
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@@ -53,9 +53,10 @@
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var/eyeblur = 0
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var/drowsy = 0
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var/agony = 0
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var/embed = 0 // whether or not the projectile can embed itself in the mob
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var/reflected = 0 // This should be set to 1 if reflected by any means, to prevent infinite reflections.
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embed_chance = 0 //Base chance for a projectile to embed
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var/hitscan = 0 // whether the projectile should be hitscan
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var/step_delay = 1 // the delay between iterations if not a hitscan projectile
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@@ -86,7 +87,7 @@
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//Checks if the projectile is eligible for embedding. Not that it necessarily will.
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/obj/item/projectile/proc/can_embed()
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//embed must be enabled and damage type must be brute
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if(!embed || damage_type != BRUTE)
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if(embed_chance == 0 || damage_type != BRUTE)
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return 0
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return 1
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@@ -5,7 +5,7 @@
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damage_type = BRUTE
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nodamage = 0
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check_armour = "bullet"
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embed = 1
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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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var/mob_passthrough_check = 0
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@@ -140,7 +140,7 @@
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name = "rubber bullet"
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damage = 5
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agony = 40
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embed = 0
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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@@ -155,7 +155,7 @@
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name = "beanbag"
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damage = 20
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agony = 60
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embed = 0
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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@@ -172,7 +172,7 @@
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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damage = 15
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embed = 0
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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@@ -224,7 +224,7 @@
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/obj/item/projectile/bullet/burstbullet
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name = "exploding bullet"
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damage = 20
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embed = 0
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embed_chance = 0
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edge = 1
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/obj/item/projectile/bullet/gyro/on_hit(var/atom/target, var/blocked = 0)
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@@ -235,7 +235,7 @@
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/obj/item/projectile/bullet/blank
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invisibility = 101
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damage = 1
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embed = 0
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embed_chance = 0
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/* Practice */
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@@ -255,7 +255,7 @@
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damage_type = HALLOSS
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damage = 0
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nodamage = 1
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embed = 0
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embed_chance = 0
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sharp = 0
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/obj/item/projectile/bullet/pistol/cap/process()
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@@ -152,7 +152,7 @@
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name = "bullet"
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icon_state = "bullet"
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damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
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embed = 0 // nope
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embed_chance = 0 // nope
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nodamage = 1
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damage_type = HALLOSS
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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