mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 21:40:55 +01:00
+95
-55
@@ -256,59 +256,99 @@ datum/hud/New(mob/owner)
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set name = "F12"
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set hidden = 1
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if(hud_used)
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if(ishuman(src))
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if(!client) return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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if(src.hud_used.item_action_list)
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src.client.screen -= src.hud_used.item_action_list
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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if(!full)
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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else
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src.client.screen -= src.healths
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src.client.screen -= src.internals
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src.client.screen -= src.gun_setting_icon
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.healths)
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src.client.screen |= src.healths
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if(src.internals)
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src.client.screen |= src.internals
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if(src.gun_setting_icon)
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src.client.screen |= src.gun_setting_icon
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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else
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usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
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else
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if(!hud_used)
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usr << "\red This mob type does not use a HUD."
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return
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if(!ishuman(src))
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usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
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return
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if(!client) return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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if(src.hud_used.item_action_list)
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src.client.screen -= src.hud_used.item_action_list
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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if(!full)
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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else
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src.client.screen -= src.healths
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src.client.screen -= src.internals
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src.client.screen -= src.gun_setting_icon
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.healths)
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src.client.screen |= src.healths
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if(src.internals)
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src.client.screen |= src.internals
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if(src.gun_setting_icon)
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src.client.screen |= src.gun_setting_icon
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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//Similar to button_pressed_F12() but keeps zone_sel, gun_setting_icon, and healths.
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/mob/proc/toggle_zoom_hud()
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if(!hud_used)
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return
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if(!ishuman(src))
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return
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if(!client)
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return
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if(client.view != world.view)
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return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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if(src.hud_used.item_action_list)
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src.client.screen -= src.hud_used.item_action_list
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src.client.screen -= src.internals
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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if(src.internals)
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src.client.screen |= src.internals
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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@@ -198,11 +198,7 @@
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// apparently called whenever an item is removed from a slot, container, or anything else.
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/obj/item/proc/dropped(mob/user as mob)
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..()
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if(zoom) //binoculars, scope, etc
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user.client.view = world.view
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user.client.pixel_x = 0
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user.client.pixel_y = 0
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zoom = 0
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if(zoom) zoom() //binoculars, scope, etc
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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@@ -660,9 +656,8 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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cannotzoom = 1
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if(!zoom && !cannotzoom)
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1) // If the user has already limited their HUD this avoids them having a HUD when they zoom in
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usr.button_pressed_F12(1)
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if(usr.hud_used.hud_shown)
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usr.toggle_zoom_hud() // If the user has already limited their HUD this avoids them having a HUD when they zoom in
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usr.client.view = viewsize
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zoom = 1
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@@ -688,7 +683,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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else
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usr.client.view = world.view
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1)
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usr.toggle_zoom_hud()
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zoom = 0
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usr.client.pixel_x = 0
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@@ -1240,7 +1240,7 @@
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(healths) healths.icon_state = "health7" //DEAD healthmeter
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if(client)
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if(client.view != world.view) // If mob moves while zoomed in with device, unzoom them.
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if(client.view != world.view) // If mob dies while zoomed in with device, unzoom them.
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for(var/obj/item/item in contents)
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if(item.zoom)
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item.zoom()
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@@ -497,10 +497,11 @@ Note that amputating the affected organ does in fact remove the infection from t
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H = owner
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for(var/datum/wound/W in wounds)
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if(W.damage_type == CUT || W.damage_type == BRUISE)
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brute_dam += W.damage
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else if(W.damage_type == BURN)
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burn_dam += W.damage
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if(!W.internal) //so IB doesn't count towards crit/paincrit
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if(W.damage_type == CUT || W.damage_type == BRUISE)
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brute_dam += W.damage
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else if(W.damage_type == BURN)
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burn_dam += W.damage
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if(!(status & ORGAN_ROBOT) && W.bleeding() && (H && !(H.species.flags & NO_BLOOD)))
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W.bleed_timer--
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@@ -76,7 +76,13 @@
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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@@ -2,9 +2,10 @@
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name = "ion rifle"
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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item_state = "ionrifle"
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fire_sound = 'sound/weapons/Laser.ogg'
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origin_tech = "combat=2;magnets=4"
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w_class = 4.0
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w_class = 4
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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@@ -16,6 +17,13 @@
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return //so it doesn't EMP itself, I guess
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..()
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/obj/item/weapon/gun/energy/ionrifle/update_icon()
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..()
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if(power_supply.charge < charge_cost)
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item_state = "ionrifle-empty"
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else
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item_state = initial(item_state)
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/obj/item/weapon/gun/energy/decloner
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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Before Width: | Height: | Size: 153 KiB After Width: | Height: | Size: 152 KiB |
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Before Width: | Height: | Size: 154 KiB After Width: | Height: | Size: 155 KiB |
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