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af6c74d917
Currently, only Preferences Verbs use subcategories. As a result, all other Verb tabs are only organized alphabetically, meaning that a single mechanic (ie. languages) has its governing Verbs scattered rather than grouped together. Verb organization by Tab handles broad organization - IC, OOC, Objects, etc.- highly effectively but requires the user to click-navigate to other Tabs to access any other verbs. Verb organization within a Tab can be handled by A.) subcategories and B.) Verb name prefixes (such as Earphones - *****). The first option is the clearest and cleanest, but consumes additional vertical space. The second option conserves vertical space at the cost of visual clarity. This PR attempts to reorganize Verbs by their Tabs, Subcategories, and prefixes with the following priorities in mind: - Minimal disruption; any radical change must be justified (don't move shit around just for the sake of moving shit around.) - Verbs which share common functions (such as Languages) should be grouped together. - Maintainability. Contributors should not need to memorize an excessively convoluted Subcategories list; Subcategories must be intuitive and simple. - Subcategories should be used judiciously when grouping Verbs to conserve vertical space. Example: Instead of creating a Subcategory for Emotes, just rename Audible Emote and Visual Emote to Emote (Audible) and Emote (Visual). - Subcategories should highlight uncommon or unusual verbs when reasonable. Example: There are several animal husbandry-related Verbs, and because most characters will not have access to those verbs regularly, we can be less conservative with space (because they'll be gone most of the time) for the sake of emphasizing their availability. This PR covers the IC, OOC, and Object Tabs. Subcategories: OOC.Chat (Chat functions) - AOOC - LOOC - Devsay (moved from Special Verbs) - Dsay (moved from Special Verbs) - OOC OOC.Debug (Fix shit) - Fit viewport - Fix chat - Refresh TGUI OOC.Round (Round information) - Check Gamemode Probability - Check Round Info - Custom Event Info - Vote IC.Antag (Antag verbs w/o their own tab) - Invite to the Loyalists - Invite to the Revolutionaries - Set Ambition IC.Critters (More critter stuff than you'd expect there to be) - Befriend Carp (Previous name 'Become Friends') - Befriend Cat (Previous name 'Become Friends') - Befriend Dog - Befriend Ives - Name Alien Species - Name Animal IC.Language (Language-related stuff) - Check Default Language - Check Known Languages - Set Default Language IC.Maneuver (Movement, positioning, etc.) - Adjust walk speed - Do Pushup - Face Direction - Look Down - Look Up - Move Downwards - Move Upwards - Rest Object.Equipped (Equipped object stuff, mostly for drip) - Adjust Badge - Adjust Bag Straps (Backpacks) - Adjust Goggles - Adjust Mask - Adjust Welding Goggles - Adjust Welding Mask - Change Glasses Layer - Change Pants Layer - Change Wrist Radio Layer - Change Wristwear Layer - Check Time - Flip Badge - Flip Belt - Flip Eyepatch - Flip Hat - Flip ID card (ID card) - Flip Radio (Clip-on radio) - Flip Wristwear - Fold Collar - Lock Antenna(e) - Point At Watch - Raise Shroud - Roll Up Cape Mantle - Roll Up/Down Jumpsuit - Roll Up/Down Sleeves - Switch Belt Layer - Switch ID Layer - Switch Lanyard Layer - Switch Shoe Layer - Toggle Aviators (Like a dozen variants) - Toggle Ceremonial Garment Lights - Toggle Coat Buttons - Toggle Coat Zipper - Toggle Hair Coverage (For hats helmets etc) - Toggle Hair Coverage (FOR BABY CARP!!!!!) - Toggle Helmet Camera - Toggle Hood - Toggle Lyodsuit Mask - Toggle Poncho Tail Coverage - Toggle Shirt Buttons - Toggle Suit Sensors - Toggle Visor (Pilot helmet) - Toggle Waistcoat Buttons - Transform Holoclothing - Voidsuit - Eject Suit Cooler - Voidsuit - Eject Tank - Voidsuit - Toggle Helmet Object.Held (If you're HOLDING it, its probably relevant to you rn) - Activate Held Object (Silicons; moved from IC) - Alter Beacon's Signal (Radio beacon) - Change Bite Size (Utensils) - Change Pen Colour - Choose Colour (Paint sprayer) - Choose Decal (Paint sprayer) - Choose Direction (Paint sprayer) - Choose Preset Colour (Paint sprayer) - Describe Prototype - Draw Boot Knife - Empty Bee Net - Empty Spray Bottle - Holster - Name Gun - Name Prototype - Plant Flag (Flags) - Print Plant Report - Remove Chopsticks - Remove Top - Set Detector High-Bound (Light meter) - Set Detector Low-Bound (Light meter) - Set Hailer Message (Hailer) - Set Timer (Timer igniter) - Set Valve Pressure (Pneumatic cannon) - Show Held Item - Spin Cylinder (Revolvers) - Switch Verbosity (Health analyzer) - Toggle Chainsaw Power (Chainsaw) - Toggle Flashlight Brightness (Flashlights) - Toggle Gun Safety - Toggle Hazard Vest - Toggle Pinpointer Mode (Pinpointer) - Toggle Mister (Backpack water tank. Goes into/out of hands) - Twist Cap - Use Scope - Wield Pick/Drill - Wield Two-Handed Weapon (Two-handed weapons) Object.Cards (I fucking hate cards!!!) - Deck - Deal - Deck - Draw - Deck - Pick - Hand - Pick - Turn Hand Into Deck Object.Earphones (Enough here to separate out) - Eject Music Cartridge - Change Volume - Next Song - Pause/Unpause - Play/Stop - Previous Song Object.Jetpack (This is probably really important to see quickly) - Toggle Jetpack - Toggle Jetpack Stabilization Object.Tape Recorder (Enough here to separate out) - Start Recording - Stop Recording - Clear Memory - Playback Memory - Print Transcript - Eject Portable Storage **IC tab example:** <img width="1061" height="277" alt="Screenshot 2025-08-09 101813" src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26" /> **Objects tab example:** <img width="1100" height="472" alt="Screenshot 2025-08-09 101807" src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760" />
654 lines
18 KiB
Plaintext
654 lines
18 KiB
Plaintext
//Helper object for picking dionaea (and other creatures) up.
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/obj/item/holder
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name = "holder"
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desc = DESC_PARENT
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icon = 'icons/mob/npc/held_mobs.dmi'
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randpixel = 0
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center_of_mass = null
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slot_flags = 0
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origin_tech = null
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drop_sound = null
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var/mob/living/contained = null
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var/icon_state_dead
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var/desc_dead
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var/name_dead
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var/isalive
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contained_sprite = TRUE
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var/static/list/unsafe_containers
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var/last_loc_general //This stores a general location of the object. Ie, a container or a mob
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var/last_loc_specific //This stores specific extra information about the location, pocket, hand, worn on head, etc. Only relevant to mobs
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var/no_name = FALSE //If true, removes the change animal name verb for holders that don't allow name changes
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/obj/item/holder/proc/setup_unsafe_list()
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unsafe_containers = typecacheof(list(
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/obj/item/storage,
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/obj/item/reagent_containers,
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/obj/structure/closet/crate,
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/obj/machinery/appliance
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))
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/obj/item/holder/Initialize()
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. = ..()
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if (!unsafe_containers)
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setup_unsafe_list()
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if (!item_state)
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item_state = icon_state
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flags_inv |= ALWAYSDRAW
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if(no_name)
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verbs -= /obj/item/holder/verb/change_animal_name
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START_PROCESSING(SSprocessing, src)
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/obj/item/holder/Destroy()
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reagents = null
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STOP_PROCESSING(SSprocessing, src)
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if (contained)
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release_mob()
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return ..()
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/obj/item/holder/examine(mob/user, distance, is_adjacent, infix, suffix, show_extended)
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SHOULD_CALL_PARENT(FALSE)
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if(contained)
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return contained.examine(user, distance, is_adjacent, infix, suffix, show_extended)
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return TRUE
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/obj/item/holder/process()
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if (!contained)
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qdel(src)
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if(!get_holding_mob() || contained.loc != src)
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if (is_unsafe_container(loc) && contained.loc == src)
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return
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release_mob()
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return
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if (isalive && contained.stat == DEAD)
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held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
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/obj/item/holder/proc/set_contained(var/mob/M)
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M.forceMove(src)
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contained = M
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//This function checks if the current location is safe to release inside
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//it returns 1 if the creature will bug out when released
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/obj/item/holder/proc/is_unsafe_container(atom/place)
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return is_type_in_typecache(place, unsafe_containers)
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//Releases all mobs inside the holder, then deletes it.
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//is_unsafe_container should be checked before calling this
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//This function releases mobs into wherever the holder currently is. Its not safe to call from a lot of places
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//Use release_to_floor for a simple, safe release
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/obj/item/holder/proc/release_mob()
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for(var/mob/M in contents)
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var/atom/movable/mob_container
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mob_container = M
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mob_container.forceMove(src.loc)//if the holder was placed into a disposal, this should place the animal in the disposal
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M.reset_view()
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M.Released()
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contained = null
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qdel(src)
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//Similar to above function, but will not deposit things in any container, only directly on a turf.
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//Can be called safely anywhere. Notably on holders held or worn on a mob
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/obj/item/holder/proc/release_to_floor(var/turf/T)
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T = get_turf(src)
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for(var/mob/M in contents)
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M.forceMove(T) //if the holder was placed into a disposal, this should place the animal in the disposal
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M.reset_view()
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M.Released()
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contained = null
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qdel(src)
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/obj/item/holder/attackby(obj/item/attacking_item, mob/user)
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for(var/mob/M in src.contents)
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M.attackby(attacking_item, user)
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/obj/item/holder/dropped(mob/user)
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. = ..()
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///When an object is put into a container, drop fires twice.
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//once with it on the floor, and then once in the container
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//This conditional allows us to ignore that first one. Handling of mobs dropped on the floor is done in process
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if (istype(loc, /turf))
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//Repeat this check
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//If we're still on the turf a few frames later, then we have actually been dropped or thrown
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//Release the mob accordingly
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addtimer(CALLBACK(src, PROC_REF(post_drop)), 3)
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return
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if (istype(loc, /obj/item/storage)) //The second drop reads the container its placed into as the location
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update_location()
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/obj/item/holder/proc/post_drop()
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if (isturf(loc))
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release_mob()
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/obj/item/holder/equipped(var/mob/user, var/slot)
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..()
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update_location(slot)
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/obj/item/holder/proc/update_location(var/slotnumber = null)
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if (!slotnumber)
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if (istype(loc, /mob))
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slotnumber = get_equip_slot()
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report_onmob_location(1, slotnumber, contained)
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/obj/item/holder/attack_self(mob/M as mob)
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for(var/mob/contained_mob in contents)
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contained_mob.show_inv(usr)
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if (contained && !(contained.stat & DEAD))
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if (istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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switch(H.a_intent)
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if(I_HELP)
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H.visible_message(SPAN_NOTICE("[H] pets [contained]."))
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if(I_HURT)
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contained.adjustBruteLoss(3)
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H.visible_message(SPAN_ALERT("[H] crushes [contained]."))
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else
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to_chat(M, "[contained] is dead.")
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/obj/item/holder/show_message(var/message, var/m_type)
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for(var/mob/living/M in contents)
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M.show_message(message,m_type)
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//Mob procs and vars for scooping up
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/mob/living/var/holder_type
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/obj/item/holder/proc/held_death(var/show_deathmessage = 0)
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//This function is called when the mob in the holder dies somehow.
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isalive = 0
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if (icon_state_dead)
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icon_state = icon_state_dead
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if (desc_dead)
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desc = desc_dead
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if (name_dead)
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name = name_dead
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slot_flags = 0
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if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
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//We have to play it as a visible message on the grabber, because the normal death message played on the dying mob won't show if it's being held
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var/mob/M = get_holding_mob()
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if (M)
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M.visible_message("<b>[contained.name]</b> dies.")
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//update_icon()
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/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/mob/user = null)
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if(!holder_type || buckled_to || pinned.len || !Adjacent(grabber))
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return
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if (user == src)
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if (grabber.r_hand && grabber.l_hand)
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to_chat(user, SPAN_WARNING("They have no free hands!"))
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return
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else if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
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to_chat(grabber, SPAN_WARNING("Your hand is full!"))
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return
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add_verb(src, /mob/living/proc/get_holder_location) //This has to be before we move the mob into the holder
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spawn(2)
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var/obj/item/holder/H = new holder_type(loc)
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H.set_contained(src)
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if (src.stat == DEAD)
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H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
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else
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H.isalive = 1//We note that the mob is alive when picked up. If it dies later, we can know that its death happened while held, and play its deathmessage for it
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var/success = 0
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if (src == user)
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success = grabber.put_in_any_hand_if_possible(H, 0,1,1)
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else
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H.attack_hand(grabber)//We put this last to prevent some race conditions
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if (H.loc == grabber)
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success = 1
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if (success)
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if (user == src)
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to_chat(grabber, SPAN_NOTICE("[src.name] climbs up onto you."))
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to_chat(src, SPAN_NOTICE("You climb up onto [grabber]."))
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else
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to_chat(grabber, SPAN_NOTICE("You scoop up [src]."))
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to_chat(src, SPAN_NOTICE("[grabber] scoops you up."))
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H.sync(src)
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else
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to_chat(user, "Failed, try again!")
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//If the scooping up failed something must have gone wrong
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H.release_mob()
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post_scoop()
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// Override to add stuff that should happen when scooping
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/mob/living/proc/post_scoop()
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return
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/mob/living/proc/get_holder_location()
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set category = "Abilities"
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set name = "Check held location"
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set desc = "Find out where on their person, someone is holding you."
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if (!usr.get_holding_mob())
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to_chat(src, "Nobody is holding you!")
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return
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if (istype(usr.loc, /obj/item/holder))
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var/obj/item/holder/H = usr.loc
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H.report_onmob_location(0, H.get_equip_slot(), src)
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/obj/item/holder/verb/change_animal_name()
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set name = "Name Animal"
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set category = "IC.Critters"
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set src in usr
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if(isanimal(contained))
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var/mob/living/simple_animal/SA = contained
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SA.change_name(usr)
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sync(contained)
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if(ishuman(contained))
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var/mob/living/carbon/human/H = contained
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if(H.isMonkey())
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H.change_animal_name(usr)
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sync(contained)
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/obj/item/holder/proc/sync(var/mob/living/M)
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name = M.name
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overlays = M.overlays
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dir = M.dir
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reagents = M.reagents
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//#TODO-MERGE
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//Port the reduced-duplication holder method from baystation upstream:
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//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
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//Mob specific holders.
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//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
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/obj/item/holder/diona
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name = "diona nymph"
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desc = "It's a little plant critter."
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desc_dead = "It used to be a little plant critter."
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icon = 'icons/mob/diona.dmi'
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icon_state = "nymph"
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icon_state_dead = "nymph_dead"
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_EARS | SLOT_HOLSTER
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w_class = WEIGHT_CLASS_SMALL
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no_name = TRUE
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/obj/item/holder/drone
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name = "maintenance drone"
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desc = "It's a small maintenance robot."
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icon_state = "drone"
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item_state = "drone"
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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slot_flags = SLOT_HEAD
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w_class = WEIGHT_CLASS_BULKY
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no_name = TRUE
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/obj/item/holder/drone/heavy
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name = "construction drone"
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desc = "It's a really big maintenance robot."
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icon_state = "constructiondrone"
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item_state = "constructiondrone"
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w_class = WEIGHT_CLASS_GIGANTIC //You're not fitting this thing in a backpack
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/obj/item/holder/drone/mining
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name = "mining drone"
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desc = "It's a plucky mining drone."
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icon_state = "mdrone"
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item_state = "mdrone"
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/obj/item/holder/cat
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name = "cat"
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desc = "It's a cat. Meow."
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desc_dead = "It's a dead cat."
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icon = 'icons/mob/npc/pets.dmi'
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icon_state = "cat2"
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icon_state_dead = "cat2_dead"
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item_state = "cat2"
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//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
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//Instead, the head versions are done by duplicating the cat
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slot_flags = SLOT_HEAD
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/holder/cat/black
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icon_state = "cat"
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icon_state_dead = "cat_black_dead"
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slot_flags = SLOT_HEAD
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item_state = "cat"
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/obj/item/holder/cat/black/familiar
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icon_state = "cat3"
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icon_state_dead = "cat3_dead"
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item_state = "cat3"
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/obj/item/holder/cat/kitten
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name = "kitten"
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icon_state = "kitten"
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icon_state_dead = "cat_kitten_dead"
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item_state = "kitten"
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/obj/item/holder/cat/penny
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name = "Penny"
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desc = "An important cat, straight from Central Command."
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icon_state = "penny"
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icon_state_dead = "penny_dead"
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item_state = "penny"
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/obj/item/holder/cat/crusher
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name = "Crusher"
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desc = "The Medbay's newest mascot. Lovely."
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icon_state = "crusher"
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icon_state_dead = "crusher_dead"
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item_state = "crusher"
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slot_flags = SLOT_HEAD
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/obj/item/holder/carp/baby
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name = "baby space carp"
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desc = "Awfully cute! Looks friendly!"
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icon = 'icons/mob/npc/pets.dmi'
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icon_state = "babycarp"
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item_state = "babycarp"
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slot_flags = SLOT_HEAD
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flags_inv = HIDEEARS
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w_class = WEIGHT_CLASS_TINY
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/obj/item/holder/carp/baby/verb/toggle_block_hair()
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set name = "Toggle Hair Coverage"
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set category = "Object.Equipped"
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set src in usr
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flags_inv ^= BLOCKHEADHAIR
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to_chat(usr, SPAN_NOTICE("\The [src] will now [flags_inv & BLOCKHEADHAIR ? "hide" : "show"] hair."))
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/obj/item/holder/borer
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name = "cortical borer"
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desc = "It's a slimy brain slug. Gross."
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icon_state = "brainslug"
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origin_tech = list(TECH_BIO = 6)
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w_class = WEIGHT_CLASS_TINY
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no_name = TRUE
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/obj/item/holder/monkey
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|
name = "monkey"
|
|
desc = "It's a monkey. Ook."
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|
icon_state = "monkey"
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|
item_state = "monkey"
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|
slot_flags = SLOT_HEAD
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w_class = WEIGHT_CLASS_NORMAL
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|
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/obj/item/holder/monkey/set_contained(var/mob/living/carbon/human/M)
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..()
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M.dir = SOUTH //monkeys look better head-on | source: it was revealed to me in a mirror
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if(istype(M.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/monkey_uniform = M.w_uniform
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if(("[item_state]_[monkey_uniform.worn_state]_lh" in icon_states(icon))) // using _lh, because if there's a _lh, there's probably a _rh, right?
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|
item_state = "[item_state]_[monkey_uniform.worn_state]"
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|
|
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/obj/item/holder/monkey/farwa
|
|
name = "farwa"
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|
desc = "It's a farwa."
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|
icon_state = "farwa"
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|
item_state = "farwa"
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|
slot_flags = SLOT_HEAD
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|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/monkey/stok
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|
name = "stok"
|
|
desc = "It's a stok. stok."
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|
icon_state = "stok"
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|
item_state = "stok"
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|
slot_flags = SLOT_HEAD
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|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/monkey/neaera
|
|
name = "neaera"
|
|
desc = "It's a neaera."
|
|
icon_state = "neaera"
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|
item_state = "neaera"
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|
slot_flags = SLOT_HEAD
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
//Holders for rats
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|
/obj/item/holder/rat
|
|
name = "rat"
|
|
desc = "It's a fuzzy little critter."
|
|
desc_dead = "It's filthy vermin, throw it in the trash."
|
|
icon = 'icons/mob/npc/rat.dmi'
|
|
icon_state = "rat_brown_sleep"
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|
item_state = "rat_brown"
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|
icon_state_dead = "rat_brown_dead"
|
|
slot_flags = SLOT_EARS
|
|
origin_tech = list(TECH_BIO = 2)
|
|
w_class = WEIGHT_CLASS_TINY
|
|
|
|
/obj/item/holder/rat/white
|
|
icon_state = "rat_white_sleep"
|
|
item_state = "rat_white"
|
|
icon_state_dead = "rat_white_dead"
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|
|
|
/obj/item/holder/rat/gray
|
|
icon_state = "rat_gray_sleep"
|
|
item_state = "rat_gray"
|
|
icon_state_dead = "rat_gray_dead"
|
|
|
|
/obj/item/holder/rat/brown
|
|
icon_state = "rat_brown_sleep"
|
|
item_state = "rat_brown"
|
|
icon_state_dead = "rat_brown_dead"
|
|
|
|
/obj/item/holder/rat/hooded
|
|
icon_state = "rat_hooded_sleep"
|
|
item_state = "rat_hooded"
|
|
icon_state_dead = "rat_hooded_dead"
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|
|
|
/obj/item/holder/rat/irish
|
|
icon_state = "rat_irish_sleep"
|
|
item_state = "rat_irish"
|
|
icon_state_dead = "rat_irish_dead"
|
|
|
|
//Lizards
|
|
|
|
/obj/item/holder/lizard
|
|
name = "lizard"
|
|
desc = "It's a hissy little lizard. Is it related to Unathi?"
|
|
desc_dead = "It doesn't hiss anymore."
|
|
icon_state_dead = "lizard_dead"
|
|
icon_state = "lizard"
|
|
|
|
slot_flags = 0
|
|
w_class = WEIGHT_CLASS_TINY
|
|
|
|
//Chicks and chickens
|
|
/obj/item/holder/chick
|
|
name = "chick"
|
|
icon = 'icons/mob/npc/livestock.dmi'
|
|
desc = "It's a fluffy little chick, until it grows up."
|
|
desc_dead = "How could you do this? You monster!"
|
|
icon_state_dead = "chick_dead"
|
|
slot_flags = 0
|
|
icon_state = "chick"
|
|
w_class = WEIGHT_CLASS_TINY
|
|
|
|
|
|
/obj/item/holder/chicken
|
|
name = "chicken"
|
|
icon = 'icons/mob/npc/livestock.dmi'
|
|
desc = "It's a feathery, tasty-looking chicken."
|
|
desc_dead = "Now it's ready for plucking and cooking!"
|
|
icon_state = "chicken_brown"
|
|
icon_state_dead = "chicken_brown_dead"
|
|
slot_flags = 0
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
|
|
/obj/item/holder/chicken/brown
|
|
icon_state = "chicken_brown"
|
|
icon_state_dead = "chicken_brown_dead"
|
|
|
|
/obj/item/holder/chicken/black
|
|
icon_state = "chicken_black"
|
|
icon_state_dead = "chicken_black_dead"
|
|
|
|
/obj/item/holder/chicken/white
|
|
icon_state = "chicken_white"
|
|
icon_state_dead = "chicken_white_dead"
|
|
|
|
|
|
|
|
//Mushroom
|
|
/obj/item/holder/mushroom
|
|
name = "walking mushroom"
|
|
name_dead = "mushroom"
|
|
desc = "It's a massive mushroom... with legs?"
|
|
desc_dead = "Shame, he was a really fun-guy." // HA
|
|
icon_state = "mushroom"
|
|
icon_state_dead = "mushroom_dead"
|
|
slot_flags = SLOT_HEAD
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
|
|
|
|
|
|
//pAI
|
|
/obj/item/holder/pai
|
|
icon = 'icons/mob/npc/pai.dmi'
|
|
dir = EAST
|
|
slot_flags = SLOT_HEAD
|
|
no_name = TRUE
|
|
|
|
/obj/item/holder/pai/drone
|
|
icon_state = "repairbot_rest"
|
|
item_state = "repairbot"
|
|
|
|
/obj/item/holder/pai/cat
|
|
icon_state = "cat_rest"
|
|
item_state = "cat"
|
|
|
|
/obj/item/holder/pai/rat
|
|
icon_state = "rat_rest"
|
|
item_state = "rat"
|
|
|
|
/obj/item/holder/pai/monkey
|
|
icon_state = "monkey_rest"
|
|
item_state = "monkey"
|
|
|
|
/obj/item/holder/pai/rabbit
|
|
icon_state = "rabbit_rest"
|
|
item_state = "rabbit"
|
|
|
|
/obj/item/holder/pai/parrot
|
|
icon_state = "parrot_rest"
|
|
item_state = "parrot"
|
|
|
|
/obj/item/holder/pai/fox
|
|
icon_state = "fox_rest"
|
|
item_state = "fox"
|
|
|
|
/obj/item/holder/pai/schlorrgo
|
|
icon_state = "schlorrgo_rest"
|
|
item_state = "schlorrgo"
|
|
|
|
/obj/item/holder/pai/custom
|
|
var/customsprite = 1
|
|
|
|
/obj/item/holder/pai/custom/sync(mob/living/M)
|
|
..()
|
|
set_paiholder()
|
|
|
|
/obj/item/holder/pai/custom/proc/set_paiholder()
|
|
|
|
if(contained && customsprite == 1)
|
|
icon = CUSTOM_ITEM_SYNTH
|
|
icon_state = "[contained.icon_state]-holder"
|
|
item_state = "[contained.icon_state]"
|
|
|
|
//corgi
|
|
|
|
/obj/item/holder/corgi
|
|
name = "corgi"
|
|
icon = 'icons/mob/npc/pets.dmi'
|
|
icon_state = "corgi"
|
|
item_state = "corgi"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/ian
|
|
name = "corgi"
|
|
icon = 'icons/mob/npc/pets.dmi'
|
|
icon_state = "ian"
|
|
item_state = "ian"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/lisa
|
|
name = "lisa"
|
|
icon = 'icons/mob/npc/pets.dmi'
|
|
icon_state = "lisa"
|
|
item_state = "lisa"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/fox
|
|
name = "fox"
|
|
icon = 'icons/mob/npc/fox.dmi'
|
|
icon_state = "fox"
|
|
item_state = "fox"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/schlorrgo
|
|
name = "schlorrgo"
|
|
icon = 'icons/mob/npc/schlorrgo.dmi'
|
|
icon_state = "schlorrgo"
|
|
item_state = "schlorrgo"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/holder/schlorrgo/baby
|
|
name = "schlorrgo hatchling"
|
|
icon_state = "schlorrgo_baby"
|
|
item_state = "schlorrgo_baby"
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
|
|
/obj/item/holder/schlorrgo/fat
|
|
name = "fat schlorrgo"
|
|
icon_state = "schlorrgo_fat"
|
|
item_state = "schlorrgo_fat"
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
|
|
/obj/item/holder/fish
|
|
name = "fish"
|
|
attack_verb = list("fished", "disrespected", "smacked", "smackereled")
|
|
icon = 'icons/mob/npc/fish.dmi'
|
|
icon_state = "fish_rest"
|
|
item_state = "fish_rest"
|
|
hitsound = 'sound/effects/snap.ogg'
|
|
force = 4//Being hit with an entire fish typically hurts
|
|
throwforce = 4//Having an entire fish thrown at you also hurts
|
|
throw_speed = 1//Because it's cinematic
|
|
|
|
/obj/item/holder/fish/gupper
|
|
icon_state = "gupper_rest"
|
|
item_state = "gupper_rest"
|
|
|
|
/obj/item/holder/fish/cod
|
|
icon_state = "cod_rest"
|
|
item_state = "cod_rest"
|
|
hitsound = 'sound/effects/snap.ogg'
|
|
force = 14//quite large fishey
|
|
throwforce = 6
|