Combat mode component. (#12338)
* Combat mode component. * Whoops. * test. * Oh * refs begone, and documentation.
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@@ -77,7 +77,6 @@
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var/static/image/drained_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_empty")
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var/datum/action/item_action/zoom_lock_action/zoom_lock_action
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var/mob/listeningTo
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/obj/item/gun/energy/beam_rifle/debug
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delay = 0
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@@ -178,7 +177,6 @@
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STOP_PROCESSING(SSfastprocess, src)
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set_user(null)
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QDEL_LIST(current_tracers)
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listeningTo = null
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return ..()
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/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
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@@ -260,17 +258,12 @@
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if(user == current_user)
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return
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stop_aiming(current_user)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
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listeningTo = null
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if(istype(current_user))
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LAZYREMOVE(current_user.mousemove_intercept_objects, src)
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if(current_user)
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UnregisterSignal(current_user, COMSIG_MOVABLE_MOVED)
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current_user = null
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if(istype(user))
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current_user = user
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LAZYOR(current_user.mousemove_intercept_objects, src)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move)
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listeningTo = user
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/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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if(aiming)
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