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RnD & Cat fixes (#1913)
changes: bugfix: "Fixed an issue where some objects could not be deconstructed with RnD." bugfix: "Helmet lights now actually display the powered-on sprite." bugfix: "Cats on heads no longer magically turn invisible." bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe." imageadd: "Duffle (duffel?) bags now have in-hand sprites." Fixes #1158 Fixes #1662
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@@ -355,19 +355,17 @@ var/list/holder_mob_icon_cache = list()
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desc_dead = "It used to be a little plant critter."
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icon_state = "nymph"
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icon_state_dead = "nymph_dead"
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origin_tech = "magnets=3;biotech=5"
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING
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w_class = 2
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/obj/item/weapon/holder/drone
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name = "maintenance drone"
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desc = "It's a small maintenance robot."
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icon_state = "drone"
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item_state = "drone"
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origin_tech = "magnets=3;engineering=5"
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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slot_flags = SLOT_HEAD
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w_class = 4
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contained_sprite = 1
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@@ -410,7 +408,7 @@ var/list/holder_mob_icon_cache = list()
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name = "cortical borer"
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desc = "It's a slimy brain slug. Gross."
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icon_state = "brainslug"
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origin_tech = "biotech=6"
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origin_tech = list(TECH_BIO = 6)
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w_class = 1
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/obj/item/weapon/holder/monkey
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@@ -457,7 +455,7 @@ var/list/holder_mob_icon_cache = list()
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icon_state_dead = "mouse_brown_dead"
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slot_flags = SLOT_EARS
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contained_sprite = 1
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origin_tech = "biotech=2"
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origin_tech = list(TECH_BIO = 2)
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w_class = 1
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/obj/item/weapon/holder/mouse/white
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@@ -779,8 +779,9 @@ var/global/list/damage_icon_parts = list()
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if(istype(head,/obj/item/clothing/head))
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var/obj/item/clothing/head/hat = head
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if(hat.on && light_overlay_cache["[hat.light_overlay]"])
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standing.overlays |= light_overlay_cache["[hat.light_overlay]"]
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var/cache_key = "[hat.light_overlay]_[species.get_bodytype()]"
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if(hat.on && light_overlay_cache["[cache_key]"])
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standing.overlays |= light_overlay_cache["[cache_key]"]
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standing.color = head.color
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overlays_standing[HEAD_LAYER] = standing
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@@ -90,7 +90,10 @@
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user << "Your [src] already has something inside. Analyze or eject it first."
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return
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var/obj/item/I = target
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I.loc = src
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if (I.anchored)
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user << span("notice", "\The [I] is anchored in place.")
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return
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I.forceMove(src)
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loaded_item = I
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for(var/mob/M in viewers())
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M.show_message(text("<span class='notice'>[user] adds the [I] to the [src].</span>"), 1)
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