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Fix runtime when mech punching objects (#34951)
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@@ -102,7 +102,7 @@
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src.occupant_message("You hit [target].")
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src.visible_message("<span class='red'><b>[src.name] hits [target]</b></span>")
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if(!istype(target, /turf/simulated/wall))
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target:attackby(src,src.occupant)
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target:attackby(src.fist,src.occupant)
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else if(prob(5))
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target:dismantle_wall(1)
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src.occupant_message("<span class='notice'>You smash through the wall.</span>")
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@@ -86,6 +86,8 @@
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var/obj/item/mecha_parts/mecha_equipment/selected
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var/max_equip = 3 //The maximum amount of equipment this mecha an hold at one time.
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var/obj/item/weapon/mecha_fist/fist = null
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var/turf/crashing = null
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var/list/mech_parts = list()
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@@ -113,6 +115,7 @@
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removeVerb(/obj/mecha/verb/connect_to_port)
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removeVerb(/obj/mecha/verb/toggle_internal_tank)
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add_cell()
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add_fist()
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if(starts_with_tracking_beacon)
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add_tracking_beacon()
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add_iterators()
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@@ -174,6 +177,8 @@
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connected_port = null
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if(radio)
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QDEL_NULL(radio)
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if(fist)
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QDEL_NULL(fist)
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if(electropack)
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QDEL_NULL(electropack)
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if(tracking)
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@@ -225,6 +230,11 @@
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mech_parts.Add(cabin_air)
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return cabin_air
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/obj/mecha/proc/add_fist()
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fist = new
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fist.name = "[src]'s fist"
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fist.force = src.force
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/obj/mecha/proc/add_radio()
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radio = new(src)
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radio.name = "[src] radio"
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@@ -2294,6 +2304,11 @@
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mecha.cell.charge -= min(20,mecha.cell.charge)
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mecha.cell.maxcharge -= min(20,mecha.cell.maxcharge)
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/////////////
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/obj/item/weapon/mecha_fist/ // An invisible weapon representing the mech's punching force. Used for melee attacks.
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name = "mecha fist"
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desc = "The fist of a powerful mech. You probably shouldn't be seeing this."
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abstract = TRUE
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/////////////
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