procs
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@@ -44,11 +44,11 @@
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/obj/item/summon/dropped(mob/user, silent)
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. = ..()
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addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(check_activation)), 0, TIMER_UNIQUE)
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/obj/item/summon/equipped(mob/user, slot)
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. = ..()
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addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(check_activation)), 0, TIMER_UNIQUE)
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/obj/item/summon/proc/check_activation()
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if(!host)
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@@ -340,7 +340,7 @@
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Wake()
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/datum/summon_weapon/proc/ResetIn(ds)
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reset_timerid = addtimer(CALLBACK(src, .proc/Reset), ds, TIMER_STOPPABLE)
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reset_timerid = addtimer(CALLBACK(src, PROC_REF(Reset)), ds, TIMER_STOPPABLE)
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/datum/summon_weapon/proc/Target(atom/victim)
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if(!istype(victim) || !isturf(victim.loc) || (host && !host.CheckTarget(victim)))
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@@ -358,7 +358,7 @@
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/datum/summon_weapon/proc/AnimationLock(duration)
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if(animation_timerid)
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deltimer(animation_timerid)
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animation_timerid = addtimer(CALLBACK(src, .proc/Act), duration, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
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animation_timerid = addtimer(CALLBACK(src, PROC_REF(Act)), duration, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
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/datum/summon_weapon/proc/Act()
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animation_timerid = null
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@@ -372,7 +372,7 @@
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state = STATE_RECOVER
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// register hit at the halfway mark
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// we can do better math to approximate when the attack will hit but i'm too tired to bother
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addtimer(CALLBACK(src, .proc/Hit, victim), attack_length / 2, TIMER_CLIENT_TIME)
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addtimer(CALLBACK(src, PROC_REF(Hit), victim), attack_length / 2, TIMER_CLIENT_TIME)
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// we need to approximate our incoming angle - again, better math exists but why bother
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var/incoming_angle = angle
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if(isturf(atom.loc) && (atom.loc != victim.loc))
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@@ -392,7 +392,7 @@
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return
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var/reset_angle = rand(0, 360)
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AnimationLock(MoveTo(host.master, null, reset_angle, 30, 90, reset_speed))
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addtimer(CALLBACK(src, .proc/Orbit, host.master, reset_angle, 30, 3 SECONDS), reset_speed, TIMER_CLIENT_TIME)
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addtimer(CALLBACK(src, PROC_REF(Orbit), host.master, reset_angle, 30, 3 SECONDS), reset_speed, TIMER_CLIENT_TIME)
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if(STATE_RECOVER)
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state = STATE_ATTACK
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AnimationLock(Rotate(rand(-angle_vary, angle_vary), attack_speed, null))
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@@ -520,7 +520,7 @@
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locked = target
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forceMove(locked.loc)
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if(ismovable(locked))
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RegisterSignal(locked, COMSIG_MOVABLE_MOVED, .proc/Update)
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RegisterSignal(locked, COMSIG_MOVABLE_MOVED, PROC_REF(Update))
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/atom/movable/summon_weapon_effect/proc/Release()
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if(ismovable(locked))
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