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Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
This commit is contained in:
@@ -84,30 +84,4 @@
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playsound(src, "shatter", 70, 1)
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if(!consumed && drops_debris) material.place_shard(T)
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qdel(src)
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/*
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Commenting this out pending rebalancing of radiation based on small objects.
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/obj/item/weapon/material/process()
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if(!material.radioactivity)
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return
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for(var/mob/living/L in range(1,src))
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L.apply_effect(round(material.radioactivity/30),IRRADIATE, blocked = L.getarmor(null, "rad"))
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*/
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/*
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// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
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/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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TemperatureAct(exposed_temperature)
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// This might need adjustment. Will work that out later.
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/obj/item/weapon/material/proc/TemperatureAct(temperature)
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health -= material.combustion_effect(get_turf(src), temperature, 0.1)
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check_health(1)
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/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswelder(W))
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var/obj/item/weapon/weldingtool/WT = W
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if(material.ignition_point && WT.remove_fuel(0, user))
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TemperatureAct(150)
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else
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return ..()
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*/
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@@ -47,7 +47,7 @@
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alpha = 255
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/obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswelder(W) && material.shard_can_repair)
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if(W.iswelder() && material.shard_can_repair)
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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material.place_sheet(user.loc)
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