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Misc bugfixes (#21643)
## About PR - Fixes #21487 - Fixes #21634 - Fixes #21639 - Fixes #21640 - Also turns some comments into dmdocs in touched files, documents some missing stuff
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@@ -205,17 +205,20 @@
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return FALSE
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/turf/simulated/floor/Click(location, control, params)
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(ishuman(usr) || isrobot(usr))
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var/mob/living/L = usr
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var/list/modifiers = params2list(params)
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var/obj/item/device/paint_sprayer/paint_sprayer = H.get_active_hand()
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var/obj/item/device/paint_sprayer/paint_sprayer = L.get_active_hand()
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if(istype(paint_sprayer))
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if(!istype(H.buckled_to))
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H.face_atom(src)
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if(modifiers["ctrl"] && paint_sprayer.pick_color(src, H))
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if(!istype(L.buckled_to))
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L.face_atom(src)
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if(modifiers["ctrl"] && paint_sprayer.pick_color(src, L))
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return
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if(modifiers["shift"] && paint_sprayer.remove_paint(src, H))
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if(modifiers["shift"] && paint_sprayer.remove_paint(src, L))
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return
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. = ..()
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/obj/item/device/paint_sprayer/proc/pick_color(atom/A, mob/user)
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+30
-16
@@ -2,28 +2,42 @@
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layer = OBJ_LAYER
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animate_movement = 2
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var/list/matter //Used to store information about the contents of the object.
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var/recyclable = FALSE //Whether the object can be recycled (eaten) by something like the Autolathe
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var/w_class // Size of the object.
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var/list/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
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/// Used to store information about the contents of the object.
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var/list/matter
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/// Whether the object can be recycled (eaten) by something like the Autolathe
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var/recyclable = FALSE
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/// Size of the object.
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var/w_class
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/// Used by R&D to determine what research bonuses it grants.
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var/list/origin_tech = null
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/// Universal "unacidabliness" var, here so you can use it in any obj.
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var/unacidable = FALSE
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var/obj_flags //Special flags such as whether or not this object can be rotated.
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/// Special flags such as whether or not this object can be rotated.
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var/obj_flags
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/// Integer. Used for varied damage and item volume calculations.
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var/throwforce = 1
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var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/sharp = 0 // whether this object cuts
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var/edge = FALSE // whether this object is more likely to dismember
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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/// Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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var/list/attack_verb
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/// Whether this object cuts.
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var/sharp = FALSE
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/// Whether this object is more likely to dismember its poor foes.
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var/edge = FALSE
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/// If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/in_use = FALSE
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/// Type of damage this object deals.
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var/damtype = DAMAGE_BRUTE
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var/force = 0
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var/armor_penetration = 0
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var/noslice = 0 // To make it not able to slice things.
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/// Makes an object not able to slice things.
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var/noslice = FALSE
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var/being_shocked = 0
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var/icon_species_tag = ""//If set, this holds the 3-letter shortname of a species, used for species-specific worn icons
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var/icon_auto_adapt = 0//If 1, this item will automatically change its species tag to match the wearer's species.
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//requires that the wearer's species is listed in icon_supported_species_tags
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/// If set, this holds the 3-letter shortname of a species, used for species-specific worn icons.
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var/icon_species_tag = ""
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/// If TRUE, this item will automatically change its species tag to match the wearer's species, given the wearer's species is listed in icon_supported_species_tags.
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var/icon_auto_adapt = FALSE
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/**
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* A list of strings used with icon_auto_adapt, a list of species which have differing appearances for this item,
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@@ -31,11 +45,11 @@
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*/
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var/list/icon_supported_species_tags
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///If `TRUE`, will use the `icon_species_tag` var for rendering this item in the left/right hand
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/// If `TRUE`, will use the `icon_species_tag` var for rendering this item in the left/right hand.
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var/icon_species_in_hand = FALSE
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var/equip_slot = 0
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///Played when the item is used, for example tools
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/// Played when the item is used, for example tools.
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var/usesound
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var/toolspeed = 1
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