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hookfix
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@@ -1,4 +1,4 @@
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/obj/item/weapon/gun/hookshot
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/obj/item/weapon/gun/hookshot //-by Deity Link
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name = "hookshot"
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desc = "Used to create tethers! It's a very experimental device, recently developped by Nanotrasen."
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icon = 'icons/obj/gun_experimental.dmi'
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@@ -188,10 +188,15 @@
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if(!isturf(HC.loc) || (loc != firer))
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cancel_chain()
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break
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var/turf/oldLoc = firer.loc
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var/bckp = firer.pass_flags
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firer.pass_flags = PASSTABLE
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firer.Move(HC.loc,get_dir(firer,HC.loc))
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firer.pass_flags = bckp
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if(firer.loc == oldLoc)//we're bumping into something, abort!
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clockwerk = 0
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rewind_chain()
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return
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HC.loc = src
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sleep(1)
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clockwerk = 0
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@@ -15,6 +15,9 @@
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var/max_shells = 200
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var/current_shells = 200
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/obj/item/weapon/gun/gatling/isHandgun()
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return 0
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/obj/item/weapon/gun/gatling/examine(mob/user)
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..()
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user << "<span class='info'>Has [current_shells] round\s remaining.</span>"
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@@ -17,6 +17,9 @@
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load_method = 0
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var/backup_view = 7
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/obj/item/weapon/gun/projectile/hecate/isHandgun()
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return 0
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/obj/item/weapon/gun/projectile/hecate/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params, struggle = 0)
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if(flag) return //we're placing gun on a table or in backpack
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if(harm_labeled >= min_harm_label)
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@@ -19,6 +19,9 @@
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var/current_shells = 200
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/obj/item/weapon/gun/stickybomb/isHandgun()
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return 0
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/obj/item/weapon/gun/stickybomb/New()
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..()
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loaded = list(
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@@ -4,3 +4,4 @@ changes:
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- bugfix: Gravity Wells no longer try to move atoms that are already on top of them.
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- bugfix: Gravity Well Gun projectiles aren't affected by singularities or narsie anymore, and thus can reliably keep them stuck in a place for the duration of the Gravity Well (Note that the Gravity Well can only pull singularities to its center once it has reached a certain size, which it takes about 12 seconds to reach).
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- bugfix: Singularities cannot be eaten by smaller singularities anymore.
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- bugfix: Fixed the Hookshot being able to pull you through grilles and closing doors and stuff.
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