Merge branch 'master' into spike-loot-differentces
This commit is contained in:
@@ -14,11 +14,25 @@
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ricochets_max = 50 //Honk!
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ricochet_chance = 80
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is_reflectable = TRUE
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wound_bonus = -20
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bare_wound_bonus = 10
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/obj/item/projectile/beam/laser
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tracer_type = /obj/effect/projectile/tracer/laser
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muzzle_type = /obj/effect/projectile/muzzle/laser
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impact_type = /obj/effect/projectile/impact/laser
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wound_bonus = -30
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bare_wound_bonus = 40
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//overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20)
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/obj/item/projectile/beam/laser/hellfire
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name = "hellfire laser"
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wound_bonus = 0
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damage = 25
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/obj/item/projectile/beam/laser/hellfire/Initialize()
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. = ..()
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transform *= 2
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/obj/item/projectile/beam/laser/heavylaser
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name = "heavy laser"
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@@ -39,9 +53,6 @@
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/obj/item/projectile/beam/weak
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damage = 15
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/obj/item/projectile/beam/weak/improvised
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damage = 10
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/obj/item/projectile/beam/weak/penetrator
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armour_penetration = 50
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@@ -93,6 +104,7 @@
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tracer_type = /obj/effect/projectile/tracer/pulse
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muzzle_type = /obj/effect/projectile/muzzle/pulse
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impact_type = /obj/effect/projectile/impact/pulse
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wound_bonus = 10
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/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -119,6 +131,8 @@
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damage = 30
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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wound_bonus = -40
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bare_wound_bonus = 70
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/obj/item/projectile/beam/emitter/singularity_pull()
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return
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@@ -8,3 +8,4 @@
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/temp_visual/impact_effect
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sharpness = TRUE
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@@ -48,15 +48,3 @@
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L.Sleeping(300)
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else
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L.adjustStaminaLoss(25)
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// .32 ACP (Improvised Pistol)
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/obj/item/projectile/bullet/c32acp
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name = ".32 bullet"
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damage = 13
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/obj/item/projectile/bullet/r32acp
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name = ".32 rubber bullet"
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damage = 3
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eyeblur = 1
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stamina = 20
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@@ -15,6 +15,41 @@
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/obj/item/projectile/bullet/c38
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name = ".38 bullet"
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damage = 25
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ricochets_max = 2
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ricochet_chance = 50
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ricochet_auto_aim_angle = 10
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ricochet_auto_aim_range = 3
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wound_bonus = -35
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sharpness = TRUE
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/obj/item/projectile/bullet/c38/match
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name = ".38 Match bullet"
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ricochets_max = 4
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ricochet_chance = 100
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ricochet_auto_aim_angle = 40
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ricochet_auto_aim_range = 5
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ricochet_incidence_leeway = 50
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ricochet_decay_chance = 1
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ricochet_decay_damage = 1
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wound_bonus = 0
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/obj/item/projectile/bullet/c38/match/bouncy
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name = ".38 Rubber bullet"
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damage = 10
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stamina = 30
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armour_penetration = -30
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ricochets_max = 6
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ricochet_incidence_leeway = 70
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ricochet_chance = 130
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ricochet_decay_damage = 0.8
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shrapnel_type = NONE
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/obj/item/projectile/bullet/c38/dumdum
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name = ".38 DumDum bullet"
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damage = 15
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armour_penetration = -30
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ricochets_max = 0
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shrapnel_type = /obj/item/shrapnel/bullet/c38/dumdum
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/obj/item/projectile/bullet/c38/rubber
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name = ".38 rubber bullet"
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@@ -24,6 +59,7 @@
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/obj/item/projectile/bullet/c38/trac
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name = ".38 TRAC bullet"
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damage = 10
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ricochets_max = 0
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/obj/item/projectile/bullet/c38/trac/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -39,6 +75,7 @@
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/obj/item/projectile/bullet/c38/hotshot //similar to incendiary bullets, but do not leave a flaming trail
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name = ".38 Hot Shot bullet"
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damage = 20
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ricochets_max = 0
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/obj/item/projectile/bullet/c38/hotshot/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -51,6 +88,7 @@
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name = ".38 Iceblox bullet"
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damage = 20
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var/temperature = 100
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ricochets_max = 0
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/obj/item/projectile/bullet/c38/iceblox/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -68,4 +106,14 @@
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/obj/item/projectile/bullet/a357/ap
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name = ".357 armor-piercing bullet"
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damage = 45
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armour_penetration = 45
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armour_penetration = 45
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// admin only really, for ocelot memes
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/obj/item/projectile/bullet/a357/match
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name = ".357 match bullet"
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ricochets_max = 5
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ricochet_chance = 140
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ricochet_auto_aim_angle = 50
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ricochet_auto_aim_range = 6
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ricochet_incidence_leeway = 80
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ricochet_decay_chance = 1
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@@ -2,10 +2,22 @@
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name = "12g shotgun slug"
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damage = 60
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/obj/item/projectile/bullet/shotgun_slug/executioner
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name = "executioner slug" // admin only, can dismember limbs
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sharpness = TRUE
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wound_bonus = 0
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/obj/item/projectile/bullet/shotgun_slug/pulverizer
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name = "pulverizer slug" // admin only, can crush bones
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sharpness = FALSE
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wound_bonus = 0
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/obj/item/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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damage = 5
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damage = 10
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stamina = 70
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wound_bonus = 20
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sharpness = FALSE
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/obj/item/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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@@ -77,6 +89,7 @@
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/obj/item/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 12.5
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wound_bonus = -10
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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@@ -112,3 +125,8 @@
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/obj/item/projectile/bullet/seed
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damage = 4
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stamina = 1
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/obj/item/projectile/bullet/pellet/shotgun_incapacitate
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name = "incapacitating pellet"
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damage = 1
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stamina = 6
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@@ -13,3 +13,13 @@
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damage_type = TOX
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knockdown = 100
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range = 7
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/obj/item/projectile/energy/pickle //projectile for adminspawn only gun
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name = "pickle-izing beam"
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icon_state = "declone"
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/obj/item/projectile/energy/pickle/on_hit(atom/target)
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//we don't care if they blocked it, they're turning into a pickle
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if(isliving(target))
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var/mob/living/living_target = target
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living_target.turn_into_pickle() //yes this is a real proc
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@@ -121,10 +121,10 @@
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qdel(src)
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/proc/wabbajack(mob/living/M)
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if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
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if(!istype(M) || M.stat == DEAD || M.mob_transforming || (GODMODE & M.status_flags))
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return
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M.notransform = TRUE
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M.mob_transforming = TRUE
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M.Paralyze(INFINITY)
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M.icon = null
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M.cut_overlays()
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@@ -207,7 +207,8 @@
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/mob/living/simple_animal/pet/fox,
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/mob/living/simple_animal/butterfly,
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/mob/living/simple_animal/pet/cat/cak,
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/mob/living/simple_animal/chick)
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/mob/living/simple_animal/chick,
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/mob/living/simple_animal/pickle)
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new_mob = new path(M.loc)
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if("humanoid")
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