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https://github.com/Aurorastation/Aurora.3.git
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Update the codebase to 515. (#15553)
* Update the codebase to 515. * edit that * WHOOPS * maor * maybe works * libcall and shit * do that too * remove that * auxtools isnt updated so get rid of it * actually remove auxtools lol Co-authored-by: Matt Atlas <liermattia@gmail.com>
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@@ -25,7 +25,7 @@
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for(var/i = 1, i <= max_ammo - 1, i++)
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var/obj/C = new ammo_type()
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add_ammo(C)
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addtimer(CALLBACK(src, .proc/check_ammo), 5) // if we don't have any ammo in 5 deciseconds, we're an empty pile, which is worthless, so self-delete
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addtimer(CALLBACK(src, PROC_REF(check_ammo)), 5) // if we don't have any ammo in 5 deciseconds, we're an empty pile, which is worthless, so self-delete
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/obj/item/ammo_pile/examine(mob/user)
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. = ..()
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@@ -326,7 +326,7 @@
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var/obj/item/gun/SG = user.get_inactive_hand()
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if(istype(SG))
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var/decreased_accuracy = (SG.w_class * 2) - SG.offhand_accuracy
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addtimer(CALLBACK(SG, .proc/Fire, target, user, clickparams, pointblank, reflex, decreased_accuracy, TRUE), 5)
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addtimer(CALLBACK(SG, PROC_REF(Fire), target, user, clickparams, pointblank, reflex, decreased_accuracy, TRUE), 5)
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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@@ -403,7 +403,7 @@
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if (muzzle_flash)
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set_light(muzzle_flash)
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addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2, TIMER_UNIQUE | TIMER_OVERRIDE)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2, TIMER_UNIQUE | TIMER_OVERRIDE)
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update_icon()
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if(i < burst)
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@@ -460,7 +460,7 @@
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if(muzzle_flash)
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set_light(muzzle_flash)
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addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2)
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if(recoil)
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shake_camera(user, recoil + 1, recoil)
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@@ -790,7 +790,7 @@
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/obj/item/gun/pickup(mob/user)
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..()
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queue_icon_update()
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addtimer(CALLBACK(src, .proc/update_maptext), 1)
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addtimer(CALLBACK(src, PROC_REF(update_maptext)), 1)
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if(is_wieldable)
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unwield()
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@@ -32,7 +32,7 @@
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spikes++
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update_icon()
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if (spikes < max_spikes)
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addtimer(CALLBACK(src, .proc/regen_spike), spike_gen_time, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(regen_spike)), spike_gen_time, TIMER_UNIQUE)
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/obj/item/gun/launcher/spikethrower/examine(mob/user)
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..(user)
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@@ -57,7 +57,7 @@
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/obj/item/gun/launcher/spikethrower/consume_next_projectile()
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if(spikes < 1) return null
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spikes--
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addtimer(CALLBACK(src, .proc/regen_spike), spike_gen_time, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(regen_spike)), spike_gen_time, TIMER_UNIQUE)
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return new /obj/item/spike(src)
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//This gun only functions for vaurca warriors. The on-sprite is too huge to render properly on other sprites.
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@@ -96,7 +96,7 @@
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update_maptext()
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update_icon()
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addtimer(CALLBACK(src, .proc/try_recharge), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(try_recharge)), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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/obj/item/gun/energy/consume_next_projectile()
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if(!power_supply)
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@@ -106,7 +106,7 @@
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if(!power_supply.checked_use(charge_cost))
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return null
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if(self_recharge)
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addtimer(CALLBACK(src, .proc/try_recharge), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(try_recharge)), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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return new projectile_type(src)
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/obj/item/gun/energy/proc/get_external_power_supply()
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@@ -170,7 +170,7 @@
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if(!capacitor)
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return null
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if (self_recharge)
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addtimer(CALLBACK(src, .proc/try_recharge), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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addtimer(CALLBACK(src, PROC_REF(try_recharge)), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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var/obj/item/projectile/beam/A = new projectile_type(src)
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A.damage = capacitor.damage
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var/damage_coeff = 1
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@@ -156,11 +156,11 @@
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..()
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if(source)
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to_chat(user, "<span class='notice'>\The [src] snaps back onto \the [source].</span>")
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INVOKE_ASYNC(source, /obj/item/minigunpack/.proc/remove_gun)
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INVOKE_ASYNC(source, TYPE_PROC_REF(/obj/item/minigunpack, remove_gun))
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source.update_icon()
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user.update_inv_back()
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/obj/item/gun/projectile/automatic/rifle/minigun/Move()
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..()
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if(loc != source.loc)
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INVOKE_ASYNC(source, /obj/item/minigunpack/.proc/remove_gun)
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INVOKE_ASYNC(source, TYPE_PROC_REF(/obj/item/minigunpack, remove_gun))
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@@ -671,12 +671,12 @@
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rotate.Turn(angle)
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I.transform = rotate
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// Need to do this in order to prevent the ping from being deleted
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addtimer(CALLBACK(I, /image/.proc/flick_overlay, src, 3), 1)
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addtimer(CALLBACK(I, TYPE_PROC_REF(/image, flick_overlay), src, 3), 1)
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/image/proc/flick_overlay(var/atom/A, var/duration)
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A.overlays.Add(src)
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addtimer(CALLBACK(src, .proc/flick_remove_overlay, A), duration)
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addtimer(CALLBACK(src, PROC_REF(flick_remove_overlay), A), duration)
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/image/proc/flick_remove_overlay(var/atom/A)
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if(A)
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@@ -75,7 +75,7 @@
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H.name += " [pick(last_names)]"
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H.real_name = H.name
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INVOKE_ASYNC(H, /mob/living/carbon/human.proc/set_species, randomize)
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INVOKE_ASYNC(H, TYPE_PROC_REF(/mob/living/carbon/human, set_species), randomize)
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H.universal_speak = 1
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if(new_mob)
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@@ -158,7 +158,7 @@
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var/area/A = get_area(target)
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if(A && A.has_gravity())
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A.gravitychange(FALSE)
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addtimer(CALLBACK(src, .proc/turnongravity), 150)
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addtimer(CALLBACK(src, PROC_REF(turnongravity)), 150)
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if(istype(target, /obj/machinery/gravity_generator/main))
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var/obj/machinery/gravity_generator/main/T = target
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