Nerfs dinks - Ballistic projectiles are now the only projectiles that can emit a dink
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@@ -18,6 +18,7 @@
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var/def_zone = "" //Aiming at
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var/atom/movable/firer = null//Who shot it
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var/suppressed = FALSE //Attack message
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var/candink = FALSE //Can this projectile play the dink sound when hitting the head?
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var/yo = null
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var/xo = null
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var/atom/original = null // the original target clicked
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@@ -185,7 +186,7 @@
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playsound(loc, hitsound, volume, 1, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
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if(def_zone == BODY_ZONE_HEAD)
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if(candink && def_zone == BODY_ZONE_HEAD)
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playsound(src, 'sound/weapons/dink.ogg', 30, 1)
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L.on_hit(src)
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@@ -4,6 +4,7 @@
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damage = 60
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damage_type = BRUTE
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nodamage = FALSE
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candink = TRUE
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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@@ -5,6 +5,7 @@
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knockdown = 60
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forcedodge = TRUE
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nodamage = TRUE
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candink = FALSE
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hitsound = 'sound/items/bikehorn.ogg'
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "banana"
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