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Branded IPCs (#3388)
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS. other changes: IPCs can now be flashed or flashbanged. Admin spawn paths have been added for subspecies that did not have them. IPCs are no longer slowed by being cold.
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@@ -76,7 +76,7 @@
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M.eye_blind = 5
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return
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var/safety = M:eyecheck()
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var/safety = M:eyecheck(TRUE)
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if(safety <= 0)
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M.Weaken(10)
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flick("e_flash", M.flash)
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@@ -194,7 +194,7 @@
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for(var/obj/item/weapon/cloaking_device/S in M)
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S.active = 0
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S.icon_state = "shield0"
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var/safety = M.eyecheck()
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var/safety = M.eyecheck(TRUE)
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if(safety < FLASH_PROTECTION_MODERATE)
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if(!M.blinded)
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flick("flash", M.flash)
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@@ -213,7 +213,7 @@
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times_used++
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if(istype(loc, /mob/living/carbon))
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var/mob/living/carbon/M = loc
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var/safety = M.eyecheck()
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var/safety = M.eyecheck(TRUE)
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if(safety < FLASH_PROTECTION_MODERATE)
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M.Weaken(10)
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flick("e_flash", M.flash)
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@@ -57,7 +57,7 @@
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var/mob/living/carbon/human/H = loc
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var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
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var/efficiency = !!(H.species.flags & ACCEPTS_COOLER) || 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling; some species can directly connect to the cooler, so get a free 100% efficiency here
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var/env_temp = get_environment_temperature() //wont save you from a fire
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var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
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@@ -205,9 +205,9 @@
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if (on)
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if (attached_to_suit(src.loc))
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user << "It's switched on and running."
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else if (istype(src.loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src.loc
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if (global.mechanical_species[H.get_species()] == MECHANICAL_SPECIES_INDUSTRIAL)
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else if (ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if (H.species.flags & ACCEPTS_COOLER)
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user << "It's switched on and running, connected to the cooling systems of [H]."
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else
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user << "It's switched on, but not attached to anything."
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