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Cleanup can_fire(), projectile flag
Removes can_fire() and moves some of it's functionality into get_next_projectile(), which was renamed to consume_next_projectile() to indicate the possibility of side-effects. Also renamed flag var to check_armour
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@@ -127,7 +127,7 @@
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/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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if(Proj.check_armour != "bullet")
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stability -= Proj.force
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return 0
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@@ -117,7 +117,7 @@ proc/cardinalrange(var/center)
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/obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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if(Proj.check_armour != "bullet")
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stability -= Proj.force/2
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return 0
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@@ -42,7 +42,7 @@
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name = "collector [mysize] OFF"
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/obj/effect/rust_particle_catcher/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet" && parent)
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if(Proj.check_armour != "bullet" && parent)
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parent.AddEnergy(Proj.damage * 20, 0, 1)
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update_icon()
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return 0
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