section one
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@@ -410,7 +410,7 @@
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throw_speed = 4
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embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0)
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w_class = WEIGHT_CLASS_SMALL
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sharpness = IS_SHARP
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sharpness = SHARP_POINTY
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var/mob/living/carbon/human/fired_by
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/// if we missed our target
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var/missed = TRUE
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@@ -23,6 +23,24 @@
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if(proximity && (act_intent == INTENT_HARM)) //no telekinetic hulk attack
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return target.attack_hulk(owner)
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/**
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*Checks damage of a hulk's arm and applies bone wounds as necessary.
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*
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*Called by specific atoms being attacked, such as walls. If an atom
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*does not call this proc, than punching that atom will not cause
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*arm breaking (even if the atom deals recoil damage to hulks).
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*Arguments:
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*arg1 is the arm to evaluate damage of and possibly break.
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*/
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/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm)
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switch(arm.brute_dam)
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if(45 to 50)
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arm.force_wound_upwards(/datum/wound/blunt/critical)
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if(41 to 45)
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arm.force_wound_upwards(/datum/wound/blunt/severe)
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if(35 to 41)
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arm.force_wound_upwards(/datum/wound/blunt/moderate)
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/datum/mutation/human/hulk/on_life()
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if(owner.health < 0)
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on_losing(owner)
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