Merge branch 'master' into wounds-part-2
This commit is contained in:
@@ -97,8 +97,7 @@
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w_class += S.w_class //so pistols do not fit in pockets when suppressed
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update_icon()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/gun/ballistic/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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/obj/item/gun/ballistic/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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if(loc == user)
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if(suppressed && can_unsuppress)
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var/obj/item/suppressor/S = suppressed
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@@ -180,13 +179,11 @@
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#undef BRAINS_BLOWN_THROW_SPEED
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#undef BRAINS_BLOWN_THROW_RANGE
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/obj/item/gun/ballistic/proc/sawoff(mob/user)
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if(sawn_off)
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to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.DelayNextAction(CLICK_CD_MELEE)
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user.visible_message("[user] begins to shorten \the [src].", "<span class='notice'>You begin to shorten \the [src]...</span>")
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//if there's any live ammo inside the gun, makes it go off
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@@ -327,8 +327,7 @@
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. = ..()
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update_icon()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/gun/ballistic/automatic/l6_saw/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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/obj/item/gun/ballistic/automatic/l6_saw/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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if(loc != user)
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..()
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return //let them pick it up
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@@ -29,8 +29,7 @@
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/obj/item/minigunpack/process()
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overheat = max(0, overheat - heat_diffusion)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/minigunpack/attack_hand(var/mob/living/carbon/user)
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/obj/item/minigunpack/on_attack_hand(var/mob/living/carbon/user)
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if(src.loc == user)
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if(!armed)
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if(user.get_item_by_slot(SLOT_BACK) == src)
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@@ -24,7 +24,7 @@
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ammo_x_offset = 2
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// Not enough guns have altfire systems like this yet for this to be a universal framework.
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var/last_altfire = 0
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var/altfire_delay = 15
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var/altfire_delay = CLICK_CD_RANGE
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/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params)
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. = TRUE
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@@ -29,6 +29,8 @@
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ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
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cell_type = /obj/item/stock_parts/cell/beam_rifle
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canMouseDown = TRUE
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can_turret = FALSE
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can_circuit = FALSE
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//Cit changes: beam rifle stats.
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slowdown = 1
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item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | NEEDS_PERMIT
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@@ -418,10 +420,10 @@
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var/wall_devastate = 0
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var/aoe_structure_range = 0
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var/aoe_structure_damage = 0
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var/aoe_fire_range = 0
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var/aoe_fire_chance = 0
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var/aoe_mob_range = 0
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var/aoe_mob_damage = 0
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var/aoe_fire_range = 2
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var/aoe_fire_chance = 100
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var/aoe_mob_range = 2
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var/aoe_mob_damage = 30
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var/impact_structure_damage = 0
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var/impact_direct_damage = 0
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var/turf/cached
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@@ -47,7 +47,7 @@
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if(current_target)
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LoseTarget()
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if(!isliving(target))
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if(!isliving(target) || (user == target))
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return
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current_target = target
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