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Combat Mechs Can Punch More Things (#6303)
* Combat Mechs Can Punch More Things Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage). Gives punching objects a check so you don't accidently smash something without meaning to. Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs. * Take_Damage Boogaloo * More take_damage Stuff Adds click delay on attacking barriers. Proper noises when attacking material doors and barricades. More stuff can be broken by mech punch and simple mobs. * Adds changelong * usr to user
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@@ -64,6 +64,19 @@
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healthcheck()
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return
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/obj/effect/alien/resin/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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user.do_attack_animation(src)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/resin/take_damage(var/damage)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/resin/ex_act(severity)
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switch(severity)
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if(1.0)
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@@ -246,6 +259,18 @@ Alien plants should do something if theres a lot of poison
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health -= damage
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healthcheck()
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/obj/effect/alien/weeds/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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user.do_attack_animation(src)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/weeds/take_damage(var/damage)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/weeds/proc/healthcheck()
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if(health <= 0)
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qdel(src)
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@@ -401,6 +426,18 @@ Alien plants should do something if theres a lot of poison
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healthcheck()
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return
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/obj/effect/alien/egg/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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user.do_attack_animation(src)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/egg/take_damage(var/damage)
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health -= damage
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healthcheck()
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return
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/obj/effect/alien/egg/attackby(var/obj/item/weapon/W, var/mob/user)
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if(health <= 0)
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