mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-21 21:10:30 +01:00
Moves area blurbs permanently to status pane (#21797)
As title. Less annoying chat spam.
This commit is contained in:
@@ -9,11 +9,14 @@
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var/pronouns = NEUTER
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var/species_items_equipped // used so species that need special items (autoinhalers for vaurca/RMT for offworlders) don't get them twice when they shouldn't.
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/// Used so species that need special items (autoinhalers for vaurca/RMT for offworlders) don't get them twice when they shouldn't.
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var/species_items_equipped
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var/list/hud_list[11]
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var/embedded_flag //To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/// To check if we've need to roll for damage on movement while an item is imbedded in us.
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var/embedded_flag
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/// This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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var/obj/item/rig/wearing_rig
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/// Pref holder for the speech bubble style.
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var/speech_bubble_type
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@@ -215,6 +218,22 @@
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/mob/living/carbon/human/get_status_tab_items()
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. = ..()
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/// This needs to be updated to use signals.
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var/holding_gps = FALSE
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if(istype(src.get_active_hand(), /obj/item/gps) || istype(src.get_inactive_hand(), /obj/item/gps))
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holding_gps = TRUE
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var/area/A = get_area(src)
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var/area_name
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if(holding_gps)
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area_name = get_area_display_name(A)
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. += "[area_name]"
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. += ""
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if(A.area_blurb)
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. += "[A.area_blurb]"
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. += ""
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. += "Intent: [a_intent]"
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. += "Move Mode: [m_intent]"
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if(is_diona() && DS)
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@@ -420,8 +439,7 @@
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mob_win.set_content(dat)
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mob_win.open()
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// called when something steps onto a human
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// this handles vehicles
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/// Called when something steps onto a human. This handles vehicles
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/mob/living/carbon/human/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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..()
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@@ -429,7 +447,7 @@
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var/obj/vehicle/V = arrived
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V.RunOver(src)
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// Get rank from ID, ID inside PDA, PDA, ID in wallet, etc.
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/// Get rank from ID, ID inside PDA, PDA, ID in wallet, etc.
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/mob/living/carbon/human/proc/get_authentification_rank(var/if_no_id = "No id", var/if_no_job = "No job")
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var/obj/item/card/id/id = GetIdCard()
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if(!istype(id))
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@@ -437,8 +455,7 @@
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else
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return id.rank ? id.rank : if_no_job
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//gets assignment from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/// Gets assignment from ID or ID inside PDA or PDA itself. Useful when player does something with computers.
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/mob/living/carbon/human/proc/get_assignment(var/if_no_id = "No ID", var/if_no_job = "No Job")
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var/obj/item/card/id/I = GetIdCard()
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if(istype(I))
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@@ -446,8 +463,7 @@
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else
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return if_no_id
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//gets name from ID or ID inside PDA or PDA itself
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//Useful when player do something with computers
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/// Gets name from ID or ID inside PDA or PDA itself. Useful when player does something with computers.
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/mob/living/carbon/human/proc/get_authentification_name(var/if_no_id = "Unknown")
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var/obj/item/card/id/I = GetIdCard()
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if(istype(I))
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@@ -455,7 +471,7 @@
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else
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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/// Repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable.
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/mob/living/carbon/human/proc/get_visible_name()
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if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
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return get_id_name("Unknown")
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@@ -467,15 +483,14 @@
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return "[face_name] (as [id_name])"
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return face_name
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//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/// Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
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/mob/living/carbon/human/proc/get_face_name()
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var/obj/item/organ/external/head = get_organ(BP_HEAD)
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if(!head || head.disfigured || head.is_stump() || !real_name || (mutations & HUSK)) //disfigured. use id-name if possible
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return "Unknown"
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return real_name
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//gets name from ID or PDA itself, ID inside PDA doesn't matter
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//Useful when player is being seen by other mobs
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/// Gets name from ID or PDA itself, ID inside PDA doesn't matter. Useful when player is being seen by other mobs
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/mob/living/carbon/human/proc/get_id_name(var/if_no_id = "Unknown")
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. = if_no_id
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var/obj/item/card/id/I = GetIdCard()
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@@ -483,7 +498,7 @@
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return I.registered_name
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return
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//gets ID card object from special clothes slot or null.
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/// Gets ID card object from special clothes slot or null.
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/mob/living/carbon/human/proc/get_idcard()
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if(wear_id)
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return wear_id.GetID()
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@@ -867,8 +882,8 @@
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..()
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return
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///eyecheck()
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///Returns a number between -1 to 2
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/// Returns a number between -1 to 2
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/mob/living/carbon/human/get_flash_protection(ignore_inherent = FALSE)
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//Ling
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@@ -900,8 +915,10 @@
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if(prob(20))
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to_chat(src, SPAN_NOTICE("Something bright flashes in the corner of your vision!"))
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//Used by various things that knock people out by applying blunt trauma to the head.
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//Checks that the species has a BP_HEAD (brain containing organ) and that hit_zone refers to it.
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/**
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* Used by various things that knock people out by applying blunt trauma to the head.
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* Checks that the species has a BP_HEAD (brain containing organ) and that hit_zone refers to it.
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*/
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/mob/living/carbon/human/proc/headcheck(var/target_zone, var/brain_tag = BP_BRAIN)
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if(!species.has_organ[brain_tag])
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return 0
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@@ -1089,7 +1106,7 @@
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sleep(350) //wait 35 seconds before next volley
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lastpuke = FALSE
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// A damaged stomach can put blood in your vomit.
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/// A damaged stomach can put blood in your vomit.
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/mob/living/carbon/human/handle_additional_vomit_reagents(obj/effect/decal/cleanable/vomit/vomit)
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..()
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if(should_have_organ(BP_STOMACH))
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@@ -1358,7 +1375,7 @@
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var/obj/item/organ/internal/lungs/L = internal_organs_by_name[species_organ]
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return L && L.rescued
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//returns 1 if made bloody, returns 0 otherwise
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/// Returns 1 if made bloody, returns 0 otherwise
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/mob/living/carbon/human/add_blood(mob/living/carbon/C as mob)
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if (!..())
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return FALSE
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@@ -3,13 +3,14 @@
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gender = NEUTER
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voice_name = "Synthesized Voice"
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accent = ACCENT_TTS
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var/list/speech_synthesizer_langs = list() //which languages can be vocalized by the speech synthesizer
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/// Which languages can be vocalized by the speech synthesizer
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var/list/speech_synthesizer_langs = list()
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var/speak_statement = "states"
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var/speak_exclamation = "declares"
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var/speak_query = "queries"
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// Description
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var/pose //Yes, now AIs can pose too.
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var/pose
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// Bad Guy Stuff
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var/syndicate = FALSE
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@@ -18,8 +19,10 @@
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var/datum/ai_laws/laws
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var/law_channel = DEFAULT_LAW_CHANNEL
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var/list/additional_law_channels = list("State" = "")
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var/list/stating_laws = list() // Channels laws are currently being stated on
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var/obj/item/radio/common_radio // Used to determine default channels
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/// Channels laws are currently being stated on
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var/list/stating_laws = list()
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/// Used to determine default channels
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var/obj/item/radio/common_radio
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// Hud Stuff
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var/list/hud_list[10]
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@@ -45,7 +48,7 @@
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var/obj/item/card/id/id_card
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var/id_card_type = /obj/item/card/id/synthetic
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// ACCENT_ALL_IPC with the added consideration that this selection can be used by the ship AI itself, and should not look bad for the SCC. No dregs, Himeans, Trinarists, etc.
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/// ACCENT_ALL_IPC with the added consideration that this selection can be used by the ship AI itself, and should not look bad for the SCC. No dregs, Himeans, Trinarists, etc.
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var/list/possible_accents = list(ACCENT_CETI, ACCENT_TTS, ACCENT_XANU, ACCENT_COC, ACCENT_ELYRA, ACCENT_ERIDANI, ACCENT_SOL, ACCENT_SILVERSUN_EXPATRIATE, ACCENT_SILVERSUN_ORIGINAL,
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ACCENT_PHONG, ACCENT_MARTIAN, ACCENT_KONYAN, ACCENT_LUNA, ACCENT_GIBSON_OVAN, ACCENT_GIBSON_UNDIR, ACCENT_VYSOKA, ACCENT_VENUS, ACCENT_VENUSJIN, ACCENT_JUPITER, ACCENT_CALLISTO,
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ACCENT_EUROPA, ACCENT_EARTH, ACCENT_ASSUNZIONE, ACCENT_VISEGRAD, ACCENT_SANCOLETTE, ACCENT_VALKYRIE, ACCENT_MICTLAN, ACCENT_PERSEPOLIS, ACCENT_MEDINA, ACCENT_NEWSUEZ, ACCENT_AEMAQ, ACCENT_DAMASCUS)
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@@ -160,34 +163,42 @@
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if(bot.connected_ai == ai)
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return TRUE
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return FALSE
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// This is a pure virtual function, it should be overwritten by all subclasses
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/// This is a pure virtual function, it should be overwritten by all subclasses
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/mob/living/silicon/proc/show_malf_ai()
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return FALSE
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// this function displays the shuttles ETA in the status panel if the shuttle has been called
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/// This function displays the shuttles ETA in the status panel if the shuttle has been called
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/mob/living/silicon/proc/show_emergency_shuttle_eta()
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if(GLOB.evacuation_controller)
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var/eta_status = GLOB.evacuation_controller.get_status_panel_eta()
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if(eta_status)
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stat(null, eta_status)
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// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
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/// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
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/mob/living/silicon/get_status_tab_items()
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. = ..()
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var/area/A = get_area(src)
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var/area_name = get_area_display_name(A)
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. += "[area_name]"
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. += ""
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if(A.area_blurb)
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. += "[A.area_blurb]"
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. += ""
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if(!stat)
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. += "System Integrity: [round((health/maxHealth)*100)]%"
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else
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. += "System Integrity: NON-FUNCTIONAL"
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show_malf_ai()
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//can't inject synths
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/// can't inject synths
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/mob/living/silicon/can_inject(mob/user, error_msg)
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if(error_msg)
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to_chat(user, SPAN_ALERT("The armored plating is too tough."))
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return 0
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//Silicon mob language procs
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// Silicon mob language procs
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/mob/living/silicon/can_speak(datum/language/speaking)
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return universal_speak || (speaking in src.speech_synthesizer_langs) //need speech synthesizer support to vocalize a language
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