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Merge pull request #820 from skull132/bug-fixes-Jan2016
Bug fixes jan2016
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@@ -678,4 +678,4 @@
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icon_state = "printer"
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var/printing = 0
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density = 1
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anchored = 1
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anchored = 1
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@@ -1132,6 +1132,10 @@
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return //TODO: DEFERRED
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proc/handle_regular_status_updates()
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if(species.flags & IS_BUG)
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adjustBruteLoss(0)
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adjustFireLoss(0)
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if(status_flags & GODMODE) return 0
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@@ -1408,6 +1412,9 @@
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see_in_dark = 8
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if(!druggy) see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
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if(species.flags & IS_BUG) //Vaurca nightvision 29/12/15
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see_in_dark = 8
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if(seer==1)
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var/obj/effect/rune/R = locate() in loc
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if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
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@@ -1817,13 +1824,6 @@
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holder2.icon_state = "hudxeno"
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else if(foundVirus)
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holder.icon_state = "hudill"
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else if(has_brain_worms())
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var/mob/living/simple_animal/borer/B = has_brain_worms()
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if(B.controlling)
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holder.icon_state = "hudbrainworm"
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else
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holder.icon_state = "hudhealthy"
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holder2.icon_state = "hudbrainworm"
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else
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holder.icon_state = "hudhealthy"
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if(virus2.len)
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@@ -75,6 +75,7 @@
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var/blood_color = "#A10808" //Red.
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var/flesh_color = "#FFC896" //Pink.
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var/base_color //Used when setting species.
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var/darkness_view
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//Used in icon caching.
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var/race_key = 0
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@@ -626,7 +627,8 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used.
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secondary_unarmed_type = /datum/unarmed_attack/bite/strong
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rarity_value = 2 //according to the code this does nothing but upset me so i guess it can stay
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slowdown = 1 //slow
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darksight = 666 //good at seeing
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darksight = 8 //good at seeing
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darkness_view = 7
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eyes = "blank_eyes" //made out of butts
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brute_mod = 0.5 //note to self: remove is_synthetic checks for brmod and burnmod
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burn_mod = 2 //bugs on fire
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@@ -74,12 +74,6 @@
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holder.icon_state = "hudxeno"
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else if(foundVirus)
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holder.icon_state = "hudill"
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else if(patient.has_brain_worms())
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var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
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if(B.controlling)
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holder.icon_state = "hudbrainworm"
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else
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holder.icon_state = "hudhealthy"
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else
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holder.icon_state = "hudhealthy"
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client.images += holder
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@@ -104,4 +98,4 @@
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return "health0"
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else
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return "health-100"
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return "0"
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return "0"
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@@ -273,11 +273,13 @@
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//No animations will be performed by this proc.
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/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
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if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
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var/mob/living/carbon/human/H = M //29/12/2015 INSULATION INITIATION
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if(istype(H) && H.species.insulated) return 0
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//This is for performance optimization only.
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//DO NOT modify siemens_coeff here. That is checked in human/electrocute_act()
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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//var/mob/living/carbon/human/H = M Changed for inulation 29/12/15
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
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@@ -7,22 +7,51 @@
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var/blood_type = null
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New()
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..()
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if(blood_type != null)
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name = "BloodPack [blood_type]"
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reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
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update_icon()
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on_reagent_change()
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/obj/item/weapon/reagent_containers/blood/New()
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..()
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if(blood_type != null)
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name = "BloodPack [blood_type]"
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reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
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update_icon()
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/obj/item/weapon/reagent_containers/blood/on_reagent_change()
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update_icon()
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9) icon_state = "empty"
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if(10 to 50) icon_state = "half"
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if(51 to INFINITY) icon_state = "full"
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/obj/item/weapon/reagent_containers/blood/update_icon()
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9) icon_state = "empty"
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if(10 to 50) icon_state = "half"
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if(51 to INFINITY) icon_state = "full"
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/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob)
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if (user == M && (user.mind in ticker.mode.vampires || user.mind.vampire))
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if (reagents.get_reagent_amount("blood"))
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user.visible_message("\red [user] raises \the [src] up to \his mouth and bites into it.", "\blue You raise \the [src] up to your mouth and bite into it, starting to drain its contents.")
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while (do_after(user, 25, 5, 1))
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var/blood_taken = 0
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var/need_to_break = 0
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if (reagents.get_reagent_amount("blood") > 10)
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blood_taken = 10
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else
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blood_taken = reagents.get_reagent_amount("blood")
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need_to_break = 1
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reagents.remove_reagent("blood", blood_taken)
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user.mind.vampire.bloodtotal += blood_taken
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user.check_vampire_upgrade(user.mind)
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if (blood_taken)
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user << "\blue <b>You have accumulated [user.mind.vampire.bloodtotal] [user.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood and have [user.mind.vampire.bloodusable] left to use."
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if (need_to_break)
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break
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user.visible_message("\red [user] licks \his fangs dry, lowering \the [src].", "\blue You lick your fangs clean of the tasteless blood.")
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else
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..()
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/obj/item/weapon/reagent_containers/blood/APlus
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blood_type = "A+"
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@@ -45,4 +74,4 @@
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/obj/item/weapon/reagent_containers/blood/empty
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name = "Empty BloodPack"
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desc = "Seems pretty useless... Maybe if there were a way to fill it?"
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icon_state = "empty"
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icon_state = "empty"
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