Merge branch 'master' into upstream-merge-37582
This commit is contained in:
@@ -7,6 +7,7 @@
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slot_flags = SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL = 500)
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var/fire_sound = null //What sound should play when this ammo is fired
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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@@ -5,8 +5,9 @@
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caliber = "foam_force"
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icon = 'icons/obj/guns/toy.dmi'
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icon_state = "foamdart"
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var/modified = 0
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materials = list(MAT_METAL = 11.25)
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harmful = FALSE
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var/modified = FALSE
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/obj/item/ammo_casing/caseless/foam_dart/update_icon()
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..()
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@@ -25,8 +26,8 @@
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/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
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var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
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if (istype(A, /obj/item/screwdriver) && !modified)
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modified = 1
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FD.modified = 1
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modified = TRUE
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FD.modified = TRUE
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FD.damage_type = BRUTE
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to_chat(user, "<span class='notice'>You pop the safety cap off [src].</span>")
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update_icon()
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@@ -38,7 +39,7 @@
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return
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FD.pen = A
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FD.damage = 5
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FD.nodamage = 0
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FD.nodamage = FALSE
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to_chat(user, "<span class='notice'>You insert [A] into [src].</span>")
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else
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to_chat(user, "<span class='warning'>There's already something in [src].</span>")
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@@ -61,3 +62,4 @@
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desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
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projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
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icon_state = "foamdart_riot"
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materials = list(MAT_METAL = 1125)
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@@ -8,7 +8,7 @@
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item_state = "syringe_kit"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=30000)
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materials = list(MAT_METAL = 30000)
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throwforce = 2
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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@@ -20,9 +20,19 @@
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var/caliber
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var/multiload = 1
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var/start_empty = 0
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var/list/bullet_cost
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var/list/base_cost// override this one as well if you override bullet_cost
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/obj/item/ammo_box/Initialize()
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. = ..()
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if (!bullet_cost)
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for (var/material in materials)
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var/material_amount = materials[material]
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LAZYSET(base_cost, material, (material_amount * 0.10))
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material_amount *= 0.90 // 10% for the container
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material_amount /= max_ammo
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LAZYSET(bullet_cost, material, material_amount)
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if(!start_empty)
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for(var/i = 1, i <= max_ammo, i++)
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stored_ammo += new ammo_type(src)
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@@ -108,6 +118,10 @@
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if(2)
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icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
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desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
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for (var/material in bullet_cost)
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var/material_amount = bullet_cost[material]
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material_amount = (material_amount*stored_ammo.len) + base_cost[material]
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materials[material] = material_amount
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//Behavior for magazines
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/obj/item/ammo_box/magazine/proc/ammo_count()
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@@ -13,6 +13,7 @@
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ammo_type = /obj/item/ammo_casing/c38
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max_ammo = 6
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multiple_sprites = 1
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materials = list(MAT_METAL = 20000)
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/obj/item/ammo_box/c9mm
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name = "ammo box (9mm)"
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@@ -59,7 +60,9 @@
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icon_state = "foambox"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart
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max_ammo = 40
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materials = list(MAT_METAL = 500)
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/obj/item/ammo_box/foambox/riot
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icon_state = "foambox_riot"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
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materials = list(MAT_METAL = 50000)
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@@ -1,8 +1,8 @@
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/obj/item/ammo_box/magazine/m12g
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name = "shotgun magazine (12g taser slugs)"
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name = "shotgun magazine (12g buckshot slugs)"
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desc = "A drum magazine."
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icon_state = "m12gs"
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ammo_type = /obj/item/ammo_casing/shotgun/stunslug
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icon_state = "m12gb"
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ammo_type = /obj/item/ammo_casing/shotgun/buckshot
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caliber = "shotgun"
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max_ammo = 8
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@@ -10,14 +10,14 @@
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..()
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icon_state = "[initial(icon_state)]-[CEILING(ammo_count(0)/8, 1)*8]"
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/obj/item/ammo_box/magazine/m12g/buckshot
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name = "shotgun magazine (12g buckshot slugs)"
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icon_state = "m12gb"
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ammo_type = /obj/item/ammo_casing/shotgun/buckshot
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/obj/item/ammo_box/magazine/m12g/stun
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name = "shotgun magazine (12g taser slugs)"
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icon_state = "m12gs"
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ammo_type = /obj/item/ammo_casing/shotgun/stunslug
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/obj/item/ammo_box/magazine/m12g/slug
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name = "shotgun magazine (12g slugs)"
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icon_state = "m12gb"
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icon_state = "m12gb" //this may need an unique sprite
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ammo_type = /obj/item/ammo_casing/shotgun
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/obj/item/ammo_box/magazine/m12g/dragon
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@@ -40,7 +40,6 @@
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to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
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return
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update_icon()
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gun.forceMove(user)
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user.update_inv_back()
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else
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to_chat(user, "<span class='warning'>You are already holding the gun!</span>")
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@@ -436,7 +436,7 @@
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/obj/item/projectile/beam/beam_rifle
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name = "particle beam"
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icon = ""
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icon = null
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hitsound = 'sound/effects/explosion3.ogg'
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damage = 0 //Handled manually.
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damage_type = BURN
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@@ -116,6 +116,8 @@
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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target.adjustToxLoss(-1)
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target.adjustOxyLoss(-1)
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return
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/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
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@@ -3,12 +3,12 @@
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desc = "I hope you're wearing eye protection."
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damage = 0 // It's a damn toy.
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damage_type = OXY
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nodamage = 1
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nodamage = TRUE
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icon = 'icons/obj/guns/toy.dmi'
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icon_state = "foamdart_proj"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart
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range = 10
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var/modified = 0
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var/modified = FALSE
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var/obj/item/pen/pen = null
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/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
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@@ -4,7 +4,7 @@
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/obj/item/projectile/curse_hand
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name = "curse hand"
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icon_state = "cursehand"
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icon_state = "cursehand0"
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hitsound = 'sound/effects/curse4.ogg'
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layer = LARGE_MOB_LAYER
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damage_type = BURN
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@@ -19,10 +19,7 @@
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/obj/item/projectile/curse_hand/Initialize(mapload)
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. = ..()
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handedness = prob(50)
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update_icon()
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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icon_state = "cursehand[handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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@@ -6,4 +6,4 @@
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(20)
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M.hallucination += 20
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M.hallucination += 30
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