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https://github.com/VOREStation/VOREStation.git
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Works on New Blob
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@@ -3,7 +3,7 @@
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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mouse_opacity = 0
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pass_flags = PASSTABLE | PASSGRILLE
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pass_flags = PASSTABLE | PASSGRILLE | PASSBLOB
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/obj/effect/effect/water/New(loc)
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..()
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@@ -27,7 +27,7 @@
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var/mob/M
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for(var/atom/A in T)
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if(!ismob(A) && A.simulated) // Mobs are handled differently
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reagents.touch(A)
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reagents.touch(A, reagents.total_volume)
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else if(ismob(A) && !M)
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M = A
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if(M)
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@@ -67,4 +67,10 @@
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spawn(5)
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var/datum/effect/effect/system/smoke_spread/S = new/datum/effect/effect/system/smoke_spread()
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S.set_up(5,0,location,null)
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S.start()
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S.start()
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/datum/effect/system/explosion/smokeless/start()
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new/obj/effect/explosion(location)
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var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
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P.set_up(10,location)
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P.start()
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@@ -16,10 +16,11 @@
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for(var/mob/living/carbon/M in hear(7, get_turf(src)))
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bang(get_turf(src), M)
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for(var/obj/effect/blob/B in hear(8,get_turf(src))) //Blob damage here
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for(var/obj/structure/blob/B in hear(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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B.health -= damage
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B.update_icon()
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if(B.overmind)
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damage *= B.overmind.blob_type.burn_multiplier
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B.adjust_integrity(-damage)
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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@@ -83,6 +83,7 @@
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base_icon = "fireaxe"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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description_info = "This weapon can cleave, striking nearby lesser, hostile enemies close to the primary target. It must be held in both hands to do this."
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unwielded_force_divisor = 0.25
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force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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dulled_divisor = 0.75 //Still metal on a stick
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@@ -123,6 +124,12 @@
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var/obj/effect/plant/P = A
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P.die_off()
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// This cannot go into afterattack since some mobs delete themselves upon dying.
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/obj/item/weapon/material/twohanded/fireaxe/pre_attack(var/mob/living/target, var/mob/living/user)
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if(istype(target))
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cleave(user, target)
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..()
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/obj/item/weapon/material/twohanded/fireaxe/scythe
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icon_state = "scythe0"
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base_icon = "scythe"
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@@ -185,6 +185,9 @@
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A.forceMove(src.loc)
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qdel(src)
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/obj/structure/closet/blob_act()
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damage(100)
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/obj/structure/closet/proc/damage(var/damage)
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health -= damage
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if(health <= 0)
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@@ -43,6 +43,9 @@
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return
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/obj/structure/girder/blob_act()
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dismantle()
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/obj/structure/girder/proc/reset_girder()
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anchored = 1
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cover = initial(cover)
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@@ -66,6 +66,9 @@
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deflate(1)
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return
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/obj/structure/inflatable/blob_act()
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deflate(1)
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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@@ -128,6 +128,9 @@
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shatter(0)
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return
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/obj/structure/window/blob_act()
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take_damage(50)
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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@@ -2,6 +2,7 @@
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name = "weapon"
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icon = 'icons/obj/weapons.dmi'
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hitsound = "swing_hit"
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var/cleaving = FALSE // Used to avoid infinite cleaving.
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/obj/item/weapon/Bump(mob/M as mob)
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spawn(0)
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@@ -12,4 +13,28 @@
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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)
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)
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// Attacks mobs (atm only simple ones due to friendly fire issues) that are adjacent to the target and user.
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/obj/item/weapon/proc/cleave(var/mob/living/user, var/mob/living/target)
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if(cleaving)
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return // We're busy.
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cleaving = TRUE
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var/hit_mobs = 0
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for(var/mob/living/simple_animal/SA in orange(get_turf(target), 1))
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if(SA.stat == DEAD) // Don't beat a dead horse.
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continue
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if(SA == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
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continue
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if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
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continue
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if(user.faction == SA.faction) // Avoid friendly fire.
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continue
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if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
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continue
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if(resolve_attackby(SA, user)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
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hit_mobs++
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if(hit_mobs)
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to_chat(user, "<span class='danger'>You used \the [src] to attack [hit_mobs] other thing\s!<span>")
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cleaving = FALSE // We're done now.
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