here we go again (#2456)
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@@ -173,9 +173,9 @@
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//
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//End vore code.
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/*
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//Handle case: /obj/item/weapon/holder
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if(/obj/item/weapon/holder/micro)
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var/obj/item/weapon/holder/H = I
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//Handle case: /obj/item/holder
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if(/obj/item/holder/micro)
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var/obj/item/holder/H = I
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if(!isliving(user)) return 0 // Return 0 to continue upper procs
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var/mob/living/attacker = user // Typecast to living
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@@ -1,6 +1,6 @@
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// Micro Holders - Extends /obj/item/weapon/holder
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// Micro Holders - Extends /obj/item/holder
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/obj/item/weapon/holder/micro
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/obj/item/holder/micro
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name = "micro"
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desc = "Another crewmember, small enough to fit in your hand."
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icon_state = "micro"
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@@ -9,11 +9,11 @@
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item_icons = null // Override value from parent. We don't have magic sprites.
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pixel_y = 0 // Override value from parent.
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/obj/item/weapon/holder/micro/examine(var/mob/user)
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/obj/item/holder/micro/examine(var/mob/user)
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for(var/mob/living/M in contents)
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M.examine(user)
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/obj/item/weapon/holder/MouseDrop(mob/M as mob)
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/obj/item/holder/MouseDrop(mob/M as mob)
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..()
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if(M != usr) return
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if(usr == src) return
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@@ -22,11 +22,11 @@
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for(var/mob/living/carbon/human/O in contents)
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O.show_inv(usr)
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/obj/item/weapon/holder/micro/attack_self(var/mob/living/user)
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/obj/item/holder/micro/attack_self(var/mob/living/user)
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for(var/mob/living/carbon/human/M in contents)
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M.help_shake_act(user)
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/obj/item/weapon/holder/micro/update_state()
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/obj/item/holder/micro/update_state()
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// If any items have been dropped by contained mob, drop them to floor.
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for(var/obj/O in contents)
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O.forceMove(get_turf(src))
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@@ -18,7 +18,7 @@ GLOBAL_VAR_CONST(SIZESCALE_A_SMALLTINY,(GLOB.SIZESCALE_SMALL + GLOB.SIZESCALE_TI
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// Define holder_type on types we want to be scoop-able
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//mob/living/carbon/human
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// holder_type = /obj/item/weapon/holder/micro
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// holder_type = /obj/item/holder/micro
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/**
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* Scale up the size of a mob's icon by the size_multiplier.
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@@ -91,7 +91,7 @@ GLOBAL_VAR_CONST(SIZESCALE_A_SMALLTINY,(GLOB.SIZESCALE_SMALL + GLOB.SIZESCALE_TI
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usr << "<span class='notice'>You have to unbuckle \the [M] before you pick them up.</span>"
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return 0
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if(M.get_effective_size() - src.get_effective_size() >= 0.75)
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var/obj/item/weapon/holder/m_holder = get_scooped(M)
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var/obj/item/holder/m_holder = get_scooped(M)
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if (m_holder)
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return 1
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else
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@@ -2,7 +2,7 @@
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// Size Gun
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//
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/*
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/obj/item/weapon/gun/energy/sizegun
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/obj/item/gun/energy/sizegun
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name = "shrink ray"
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desc = "A highly advanced ray gun with two settings: Shrink and Grow. Warning: Do not insert into mouth."
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icon = 'icons/obj/gun_vr.dmi'
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@@ -91,7 +91,7 @@ datum/design/sizeray
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req_tech = list("combat" = 5, "materials" = 4, "engineering" = 5, "bluespace" = 4)
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 1000, MAT_GLASS = 1000, MAT_DIAMOND = 2500, MAT_URANIUM = 2500, MAT_TITANIUM = 1000)
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build_path = /obj/item/weapon/gun/energy/laser/sizeray
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build_path = /obj/item/gun/energy/laser/sizeray
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category = list("Weapons")
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/obj/item/projectile/sizeray
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@@ -149,7 +149,7 @@ datum/design/sizeray
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//Gun here
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/obj/item/weapon/gun/energy/laser/sizeray
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/obj/item/gun/energy/laser/sizeray
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name = "size ray"
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icon_state = "bluetag"
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desc = "Size manipulator using bluespace breakthroughs."
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