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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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