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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.
This commit is contained in:
@@ -262,7 +262,7 @@
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else
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user << "The device must first be secured to the floor."
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return
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/obj/machinery/shieldgen/emag_act(var/remaining_charges, var/mob/user)
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if(!malfunction)
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malfunction = 1
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@@ -270,7 +270,7 @@
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return 1
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/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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if(W.isscrewdriver())
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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if(is_open)
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user << "<span class='notice'>You close the panel.</span>"
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@@ -279,7 +279,7 @@
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user << "<span class='notice'>You open the panel and expose the wiring.</span>"
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is_open = 1
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else if(iscoil(W) && malfunction && is_open)
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else if(W.iscoil() && malfunction && is_open)
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var/obj/item/stack/cable_coil/coil = W
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user << "<span class='notice'>You begin to replace the wires.</span>"
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//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
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@@ -290,7 +290,7 @@
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user << "<span class='notice'>You repair the [src]!</span>"
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update_icon()
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else if(iswrench(W))
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else if(W.iswrench())
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if(locked)
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user << "The bolts are covered, unlocking this would retract the covers."
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return
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@@ -157,7 +157,7 @@
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/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
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if(iswrench(W))
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if(W.iswrench())
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if(active)
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user << "Turn off the field generator first."
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return
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@@ -47,7 +47,7 @@
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updateDialog()
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else
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user << span("alert", "Access denied.")
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else if(iswrench(W))
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else if(W.iswrench())
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src.anchored = !src.anchored
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src.visible_message(span("notice", "\The [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by \the [user]."))
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@@ -62,7 +62,7 @@
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updateDialog()
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else
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user << span("alert", "Access denied.")
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else if(iswrench(W))
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else if(W.iswrench())
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src.anchored = !src.anchored
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src.visible_message(span("notice", "\The [src] has been [anchored ? "bolted to the floor":"unbolted from the floor"] by \the [user]."))
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