mirror of
https://github.com/Aurorastation/Aurora.3.git
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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.
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@@ -38,12 +38,12 @@
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user << "The lid is open. The bees can't grow and produce honey until it's closed!"
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/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
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if(iscrowbar(I))
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if(I.iscrowbar())
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closed = !closed
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user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src].</span>")
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update_icon()
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return
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else if(iswrench(I))
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else if(I.iswrench())
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
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if (!smoked && !anchored && (bee_count > 10))
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@@ -102,7 +102,7 @@
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if(smoked)
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user << "The hive is smoked."
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return 1
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else if(isscrewdriver(I))
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else if(I.isscrewdriver())
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if(bee_count)
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visible_message("<span class='danger'>The bees are furious you're trying to destroy their home!</span>")
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release_bees(1, 30)
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@@ -173,7 +173,7 @@
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/obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/weapon/W, var/mob/user)
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if(seed)
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if(seed.get_trait(TRAIT_PRODUCES_POWER) && iscoil(W))
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if(seed.get_trait(TRAIT_PRODUCES_POWER) && W.iscoil())
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var/obj/item/stack/cable_coil/C = W
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if(C.use(5))
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//TODO: generalize this.
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@@ -93,13 +93,13 @@
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user << "You load [W] into [src]."
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return
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if(isscrewdriver(W))
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if(W.isscrewdriver())
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open = !open
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user << "<span class='notice'>You [open ? "open" : "close"] the maintenance panel.</span>"
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return
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if(open)
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if(iscrowbar(W))
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if(W.iscrowbar())
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dismantle()
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return
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@@ -305,7 +305,7 @@
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else
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user << "<span class='notice'>There are no seeds in \the [O.name].</span>"
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return
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else if(iswrench(O))
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else if(O.iswrench())
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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anchored = !anchored
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user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
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@@ -242,7 +242,7 @@
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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SSplants.add_plant(src)
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if(iswirecutter(W) || istype(W, /obj/item/weapon/scalpel))
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if(W.iswirecutter() || istype(W, /obj/item/weapon/scalpel))
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if(sampled)
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user << "<span class='warning'>\The [src] has already been sampled recently.</span>"
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return
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@@ -460,7 +460,7 @@
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if (O.is_open_container())
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return 0
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if(iswirecutter(O) || istype(O, /obj/item/weapon/scalpel))
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if(O.iswirecutter() || istype(O, /obj/item/weapon/scalpel))
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if(!seed)
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user << "There is nothing to take a sample from in \the [src]."
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@@ -565,7 +565,7 @@
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qdel(O)
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check_health()
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else if(mechanical && iswrench(O))
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else if(mechanical && O.iswrench())
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//If there's a connector here, the portable_atmospherics setup can handle it.
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if(locate(/obj/machinery/atmospherics/portables_connector/) in loc)
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