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Flammable Items, Abstractness, and hypnosis (#19267)
* Laser Eyes * Update dna.dm * Mecha * Update positive_genes.dm * These * These 2 * yeh * Rest of these * Update turf.dm * Update food.dm * Some moar * mooove * Update vorestation.dme * Update burning.dm * firesuit * flags * HYPNOCOLOR * xd * no filter * dc * Update ore_bag.dm * Update misc.dm * Update misc.dm
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@@ -246,7 +246,7 @@
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*/
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/mob/proc/RangedAttack(var/atom/A, var/params)
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if(!mutations.len) return
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if((LASER in mutations) && a_intent == I_HURT)
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if((LASER_EYES in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(has_telegrip())
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if(get_dist(src, A) > TK_MAXRANGE)
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@@ -2,9 +2,6 @@
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/atom/proc/attack_generic(mob/user as mob)
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return 0
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/atom/proc/take_damage(var/damage)
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return 0
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/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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@@ -47,7 +44,7 @@
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if(!gloves && !mutations.len && !spitting)
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return
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var/obj/item/clothing/gloves/G = gloves
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if((LASER in mutations) && a_intent == I_HURT)
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if((LASER_EYES in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(istype(G) && G.Touch(A,0)) // for magic gloves
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