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@@ -18,9 +18,6 @@
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/obj/effect/acid_act()
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return
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/obj/effect/mech_melee_attack(obj/mecha/M)
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return 0
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/obj/effect/blob_act(obj/structure/blob/B)
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return
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@@ -132,11 +132,15 @@
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L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
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log_combat(user, L, "struck with a volt blast")
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hit_amount++
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for(var/obj/mecha/M in T)
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if(M.occupant)
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if(is_servant_of_ratvar(M.occupant))
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continue
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to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
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for(var/obj/vehicle/sealed/mecha/M in T)
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if(LAZYLEN(M.occupants))
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for(var/mob/living/MB in M.occupants)
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if(is_servant_of_ratvar(MB))
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continue
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else
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to_chat(MB, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
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continue
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M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
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M.take_damage(damage, BURN, 0, 0)
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hit_amount++
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@@ -841,9 +841,6 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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return ..()
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return 0
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/obj/item/mech_melee_attack(obj/mecha/M)
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return 0
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/obj/item/burn()
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if(!QDELETED(src))
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var/turf/T = get_turf(src)
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@@ -161,7 +161,7 @@
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dat += " (Stage [stage])"
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dat += " <a href='?[REF(src)];track=[REF(S)]'>\[Track\]</a><br>"
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for(var/obj/mecha/M in seen)
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for(var/obj/vehicle/sealed/mecha/M in seen)
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if(M.name in names)
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names[M.name]++
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dat += "[M.name] ([names[M.name]])"
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@@ -171,26 +171,6 @@
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#undef BLACKLISTED_OBJECTS
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/obj/mech_melee_attack(obj/mecha/M)
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M.do_attack_animation(src)
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var/play_soundeffect = 0
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var/mech_damtype = M.damtype
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if(M.selected)
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mech_damtype = M.selected.damtype
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play_soundeffect = 1
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else
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switch(M.damtype)
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if(BRUTE)
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playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 50, 1)
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if(TOX)
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playsound(src, 'sound/effects/spray2.ogg', 50, 1)
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return 0
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else
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return 0
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visible_message("<span class='danger'>[M.name] has hit [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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/obj/singularity_act()
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ex_act(EXPLODE_DEVASTATE)
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@@ -445,11 +445,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/mech_melee_attack(obj/mecha/M)
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if(!can_be_reached())
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return
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..()
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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