Merge remote-tracking branch 'origin/master' into TGUI-4
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@@ -1112,7 +1112,6 @@
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detonated = 1
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charge = null
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for(var/mob/living/carbon/human/H in orange(2,src))
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H.Unconscious(160)
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H.adjust_fire_stacks(20)
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H.IgniteMob() //Guaranteed knockout and ignition for nearby people
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H.apply_damage(40, BRUTE, BODY_ZONE_CHEST)
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@@ -342,7 +342,8 @@
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L.visible_message("<span class='warning'>[src] closes on [L], crushing [L.p_them()]!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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for(var/datum/wound/W in C.all_wounds)
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for(var/i in C.all_wounds) // should probably replace with signal
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var/datum/wound/W = i
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W.crush(DOOR_CRUSH_DAMAGE)
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if(isalien(L)) //For xenos
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
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@@ -564,16 +564,16 @@
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return
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/obj/machinery/porta_turret/proc/shootAt(atom/movable/target, stagger_enabled = FALSE)
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if(stagger_enabled)
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randomize_shot_stagger()
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sleep(shot_stagger)
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if(!raised) //the turret has to be raised in order to fire - makes sense, right?
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return
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if(!(obj_flags & EMAGGED)) //if it hasn't been emagged, cooldown before shooting again
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if(last_fired + shot_delay > world.time)
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return
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last_fired = world.time
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if(last_fired + shot_delay > world.time)
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return
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last_fired = world.time
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if(stagger_enabled)
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randomize_shot_stagger()
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sleep(shot_stagger)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(target)
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