Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
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/obj/item/melee/baton/cattleprod/teleprod
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name = "teleprod"
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desc = "A prod with a bluespace crystal on the end. The crystal doesn't look too fun to touch."
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w_class = WEIGHT_CLASS_NORMAL
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icon_state = "teleprod_nocell"
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item_state = "teleprod"
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origin_tech = "combat=2;bluespace=4;materials=3"
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slot_flags = null
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/obj/item/melee/baton/cattleprod/teleprod/attack(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
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..()
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if(status && user.disabilities & CLUMSY && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally hits themself with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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if(do_teleport(user, get_turf(user), 50))//honk honk
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user.Knockdown(stunforce*3)
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deductcharge(hitcost)
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else
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user.Knockdown(stunforce*3)
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deductcharge(hitcost/4)
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return
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else
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if(status)
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if(!istype(M) && M.anchored)
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return .
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else
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do_teleport(M, get_turf(M), 15)
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/obj/item/melee/baton/cattleprod/attackby(obj/item/I, mob/user, params)//handles sticking a crystal onto a stunprod to make a teleprod
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if(istype(I, /obj/item/ore/bluespace_crystal))
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if(!cell)
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var/obj/item/melee/baton/cattleprod/teleprod/S = new /obj/item/melee/baton/cattleprod/teleprod
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remove_item_from_storage(user)
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qdel(src)
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qdel(I)
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user.put_in_hands(S)
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to_chat(user, "<span class='notice'>You place the bluespace crystal firmly into the igniter.</span>")
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else
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user.visible_message("<span class='warning'>You can't put the crystal onto the stunprod while it has a power cell installed!</span>")
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else
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return ..()
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