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Added construction drone sprites from Pawn.
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@@ -281,7 +281,7 @@ emp_act
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forcesay(hit_appends) //forcesay checks stat already
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//Melee weapon embedded object code.
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if (I && I.damtype == BRUTE && !I.anchored && !I.is_robot_module())
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if (I && I.damtype == BRUTE && !I.anchored && !is_robot_module(I))
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var/damage = effective_force
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if (armor)
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damage /= armor+1
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@@ -355,7 +355,7 @@ emp_act
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//thrown weapon embedded object code.
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if(dtype == BRUTE && istype(O,/obj/item))
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var/obj/item/I = O
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if (!I.is_robot_module())
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if (!is_robot_module(I))
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var/sharp = is_sharp(I)
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var/damage = throw_damage
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if (armor)
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@@ -287,6 +287,7 @@
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src.verbs -= silicon_subsystems
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/mob/living/silicon/robot/drone/construction
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icon_state = "constructiondrone"
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law_type = /datum/ai_laws/construction_drone
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module_type = /obj/item/weapon/robot_module/drone/construction
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can_pull_size = 5
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@@ -726,10 +726,3 @@ var/global/list/robot_modules = list(
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LR.Charge(R, amount)
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..()
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return
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//checks whether this item is a module of the robot it is located in.
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/obj/item/proc/is_robot_module()
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if (!istype(src.loc, /mob/living/silicon/robot))
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return 0
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var/mob/living/silicon/robot/R = src.loc
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return (src in R.module.modules)
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@@ -161,7 +161,7 @@
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var/hide_item = !has_edge(W) || !can_slice_here
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if (hide_item)
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if (W.w_class >= src.w_class || W.is_robot_module())
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if (W.w_class >= src.w_class || is_robot_module(W))
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return
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user << "\red You slip [W] inside [src]."
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