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Merge resolution, master into dev.
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@@ -236,76 +236,6 @@
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return 0
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/*
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* Glass shards - TODO: Move this into code/game/object/item/weapons
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*/
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/obj/item/weapon/shard/Bump()
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spawn( 0 )
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if (prob(20))
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src.force = 15
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else
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src.force = 4
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..()
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return
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return
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/obj/item/weapon/shard/New()
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src.icon_state = pick("large", "medium", "small")
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switch(src.icon_state)
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if("small")
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src.pixel_x = rand(-12, 12)
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src.pixel_y = rand(-12, 12)
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if("medium")
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src.pixel_x = rand(-8, 8)
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src.pixel_y = rand(-8, 8)
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if("large")
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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else
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return
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/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ( istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/glass/NG = new (user.loc)
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for (var/obj/item/stack/sheet/glass/G in user.loc)
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if(G==NG)
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continue
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if(G.amount>=G.max_amount)
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continue
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G.attackby(NG, user)
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usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
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//SN src = null
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del(src)
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return
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return ..()
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/obj/item/weapon/shard/Crossed(AM as mob|obj)
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if(ismob(AM))
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var/mob/M = AM
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M << "\red <B>You step in the broken glass!</B>"
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playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_SYNTHETIC)
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return
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if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
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var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
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if(affecting.status & ORGAN_ROBOT)
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return
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H.Weaken(3)
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if(affecting.take_damage(5, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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..()
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/*
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