Would you like some defines in these trying times?
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@@ -22,7 +22,7 @@
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//returns the damage value of the attack after processing the obj's various armor protections
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/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
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if(damage_flag == "melee" && damage_amount < damage_deflection) // TODO: Refactor armor datums and types entirely jfc
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if(damage_flag == MELEE && damage_amount < damage_deflection) // TODO: Refactor armor datums and types entirely jfc
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return 0
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switch(damage_type)
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if(BRUTE)
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@@ -54,7 +54,7 @@
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var/obj/O = AM
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if(O.damtype == STAMINA)
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throwdamage = 0
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take_damage(throwdamage, BRUTE, "melee", 1, get_dir(src, AM))
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take_damage(throwdamage, BRUTE, MELEE, 1, get_dir(src, AM))
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/obj/ex_act(severity, target, origin)
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if(resistance_flags & INDESTRUCTIBLE)
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@@ -69,9 +69,9 @@
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obj_integrity = 0
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qdel(src)
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if(2)
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take_damage(rand(100, 250), BRUTE, "bomb", 0)
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take_damage(rand(100, 250), BRUTE, BOMB, 0)
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if(3)
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take_damage(rand(10, 90), BRUTE, "bomb", 0)
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take_damage(rand(10, 90), BRUTE, BOMB, 0)
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/obj/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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if(resistance_flags & INDESTRUCTIBLE)
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@@ -81,7 +81,7 @@
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obj_integrity = 0
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qdel(src)
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return
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take_damage(wave_explosion_damage(power, explosion), BRUTE, "bomb", 0)
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take_damage(wave_explosion_damage(power, explosion), BRUTE, BOMB, 0)
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/obj/proc/wave_explosion_damage(power, datum/wave_explosion/explosion)
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return (explosion_flags & EXPLOSION_FLAG_HARD_OBSTACLE)? EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, explosion.hard_obstacle_mod) : EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, explosion.object_damage_mod)
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@@ -106,7 +106,7 @@
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced="hulk")
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else
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
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take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
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return 1
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return 0
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@@ -115,7 +115,7 @@
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var/turf/T = loc
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if(T.intact && level == 1) //the blob doesn't destroy thing below the floor
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return
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take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
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take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
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/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0) //used by attack_alien, attack_animal, and attack_slime
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if(SEND_SIGNAL(src, COMSIG_OBJ_ATTACK_GENERIC, user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration) & COMPONENT_STOP_GENERIC_ATTACK)
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@@ -127,7 +127,7 @@
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user.DelayNextAction(CLICK_CD_MELEE)
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/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
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if(attack_generic(user, 60, BRUTE, "melee", 0))
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if(attack_generic(user, 60, BRUTE, MELEE, 0))
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
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/obj/attack_animal(mob/living/simple_animal/M)
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@@ -141,9 +141,9 @@
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if(M.environment_smash)
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play_soundeffect = 0
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if(M.obj_damage)
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. = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
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. = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
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else
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. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
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. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
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if(. && !play_soundeffect)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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@@ -167,7 +167,7 @@
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return
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if(istype(src, /obj/machinery/atmospherics))
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return
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attack_generic(user, rand(10, 15), BRUTE, "melee", 1)
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attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
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#undef BLACKLISTED_OBJECTS
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@@ -181,7 +181,7 @@
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///// ACID
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GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
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GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', ACID))
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//the obj's reaction when touched by acid
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/obj/acid_act(acidpwr, acid_volume)
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@@ -211,7 +211,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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if(T.intact && level == 1) //fire can't damage things hidden below the floor.
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return
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if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE))
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resistance_flags |= ON_FIRE
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SSfire_burning.processing[src] = src
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@@ -260,9 +260,9 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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//what happens when the obj's integrity reaches zero.
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/obj/proc/obj_destruction(damage_flag)
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if(damage_flag == "acid")
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if(damage_flag == ACID)
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acid_melt()
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else if(damage_flag == "fire")
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else if(damage_flag == FIRE)
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burn()
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else
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deconstruct(FALSE)
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