diff --git a/code/game/jobs/job/captain.dm b/code/game/jobs/job/captain.dm
index 360d10cd342..6eeded8c1ba 100644
--- a/code/game/jobs/job/captain.dm
+++ b/code/game/jobs/job/captain.dm
@@ -37,7 +37,7 @@ Captain
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/silver_ids(H), slot_l_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/silver_ids(H.back), slot_in_backpack)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
//Implant him
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
@@ -94,4 +94,4 @@ Head of Personnel
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H), slot_l_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
diff --git a/code/game/jobs/job/engineering.dm b/code/game/jobs/job/engineering.dm
index 4e2a3717a0e..d58aff0ac06 100644
--- a/code/game/jobs/job/engineering.dm
+++ b/code/game/jobs/job/engineering.dm
@@ -40,7 +40,7 @@ Chief Engineer
//Equip telebaton
if(H.backbag == 2 || H.backbag == 3)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
/*
Station Engineer
diff --git a/code/game/jobs/job/medical.dm b/code/game/jobs/job/medical.dm
index 3557547362b..5c2d1ecff74 100644
--- a/code/game/jobs/job/medical.dm
+++ b/code/game/jobs/job/medical.dm
@@ -36,7 +36,7 @@ Chief Medical Officer
//Equip telebaton
if(H.backbag == 2 || H.backbag == 3)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
/*
Medical Doctor
diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm
index 90633512de7..99908da4248 100644
--- a/code/game/jobs/job/science.dm
+++ b/code/game/jobs/job/science.dm
@@ -38,7 +38,7 @@ Research Director
//Equip telebaton
if(H.backbag == 2 || H.backbag == 3)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
/*
Scientist
diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm
index f956d5edb11..361d0bbed9b 100644
--- a/code/game/jobs/job/security.dm
+++ b/code/game/jobs/job/security.dm
@@ -48,7 +48,7 @@ Head of Security
H.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(H), slot_l_store)
else
H.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(H), slot_in_backpack)
- H.equip_to_slot_or_del(new /obj/item/weapon/melee/telebaton(H), slot_in_backpack)
+ H.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(H), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
diff --git a/code/game/machinery/bots/ed209bot.dm b/code/game/machinery/bots/ed209bot.dm
index 00836befdd0..333cefdca0c 100644
--- a/code/game/machinery/bots/ed209bot.dm
+++ b/code/game/machinery/bots/ed209bot.dm
@@ -42,7 +42,7 @@
/obj/item/weapon/gun/energy/laser/bluetag,\
/obj/item/weapon/gun/energy/laser/redtag,\
/obj/item/weapon/gun/energy/laser/practice,\
- /obj/item/weapon/melee/telebaton,\
+ /obj/item/weapon/melee/classic_baton/telescopic,\
/obj/item/weapon/gun/energy/kinetic_accelerator)
diff --git a/code/game/machinery/bots/secbot.dm b/code/game/machinery/bots/secbot.dm
index 6f8b0624360..2c9838cf9d5 100644
--- a/code/game/machinery/bots/secbot.dm
+++ b/code/game/machinery/bots/secbot.dm
@@ -32,7 +32,7 @@
/obj/item/weapon/gun/energy/laser/bluetag,\
/obj/item/weapon/gun/energy/laser/redtag,\
/obj/item/weapon/gun/energy/laser/practice,\
- /obj/item/weapon/melee/telebaton,\
+ /obj/item/weapon/melee/classic_baton/telescopic,\
/obj/item/weapon/gun/energy/kinetic_accelerator)
diff --git a/code/game/objects/items/weapons/melee/misc.dm b/code/game/objects/items/weapons/melee/misc.dm
index 389db4ffa97..13420578704 100644
--- a/code/game/objects/items/weapons/melee/misc.dm
+++ b/code/game/objects/items/weapons/melee/misc.dm
@@ -25,85 +25,15 @@
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
- force = 10
-
-/obj/item/weapon/melee/classic_baton/attack(mob/M, mob/living/carbon/human/user)
- add_fingerprint(user)
- if(user.disabilities & CLUMSY && prob(50))
- user << "You club yourself over the head!"
- user.Weaken(3 * force)
- if(ishuman(user))
- var/mob/living/carbon/human/H = user
- H.apply_damage(2 * force, BRUTE, "head")
- H.forcesay(hit_appends)
- else
- user.take_organ_damage(2 * force)
- return
- add_logs(user, M, "attacked", object="[src.name]")
-
- if(isrobot(M)) // Don't stun borgs, fix for issue #2436
- ..()
- return
- if(!isliving(M)) // Don't stun nonhuman things
- return
-
- if(user.a_intent == "harm")
- if(!..()) return
- M.stuttering = 7
- M.Stun(7)
- M.Weaken(7)
- M.visible_message("[user] has beaten [M] with [src]!", \
- "[user] has beaten [M] with [src]!")
- else
- playsound(loc, 'sound/effects/woodhit.ogg', 50, 1, -1)
- M.Stun(7)
- M.Weaken(7)
- M.visible_message("[user] has stunned [M] with [src]!", \
- "[user] has stunned [M] with [src]!")
-
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- H.forcesay(hit_appends)
-
-
-
-/obj/item/weapon/melee/telebaton
- name = "telescopic baton"
- desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
- icon = 'icons/obj/weapons.dmi'
- icon_state = "telebaton_0"
- item_state = "telebaton_0"
- slot_flags = SLOT_BELT
- w_class = 2
- force = 3
+ force = 12 //9 hit crit
+ w_class = 3
var/cooldown = 0
- var/on = 0
+ var/on = 1
-/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
- on = !on
- if(on)
- user << "You extend the baton."
- icon_state = "telebaton_1"
- item_state = "nullrod"
- w_class = 4 //doesnt fit in backpack when its on for balance
- force = 10 //seclite damage
- attack_verb = list("smacked", "struck", "cracked", "beaten")
- else
- user << "You collapse the baton."
- icon_state = "telebaton_0"
- item_state = "telebaton_0" //no sprite in other words
- slot_flags = SLOT_BELT
- w_class = 2
- force = 3 //not so robust now
- attack_verb = list("hit", "poked")
-
- playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
- add_fingerprint(user)
-
-/obj/item/weapon/melee/telebaton/attack(mob/target, mob/living/carbon/human/user)
+/obj/item/weapon/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
if(on)
add_fingerprint(user)
- if(user.disabilities & CLUMSY && prob(50))
+ if((CLUMSY in user.disabilities) && prob(50))
user << "You club yourself over the head."
user.Weaken(3 * force)
if(ishuman(user))
@@ -124,7 +54,7 @@
if(cooldown <= 0)
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Weaken(3)
- add_logs(user, target, "stunned", object="telescopic baton")
+ add_logs(user, target, "stunned", object="classic baton")
src.add_fingerprint(user)
target.visible_message("[user] has knocked down [target] with \the [src]!", \
"[user] has knocked down [target] with \the [src]!")
@@ -137,4 +67,38 @@
cooldown = 0
return
else
- return ..()
\ No newline at end of file
+ return ..()
+
+
+
+/obj/item/weapon/melee/classic_baton/telescopic
+ name = "telescopic baton"
+ desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
+ icon = 'icons/obj/weapons.dmi'
+ icon_state = "telebaton_0"
+ item_state = null
+ slot_flags = SLOT_BELT
+ w_class = 2
+ force = 0
+ on = 0
+
+/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user as mob)
+ on = !on
+ if(on)
+ user << "You extend the baton."
+ icon_state = "telebaton_1"
+ item_state = "nullrod"
+ w_class = 4 //doesnt fit in backpack when its on for balance
+ force = 10 //stunbaton damage
+ attack_verb = list("smacked", "struck", "cracked", "beaten")
+ else
+ user << "You collapse the baton."
+ icon_state = "telebaton_0"
+ item_state = null //no sprite for concealment even when in hand
+ slot_flags = SLOT_BELT
+ w_class = 2
+ force = 0 //not so robust now
+ attack_verb = list("hit", "poked")
+
+ playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
+ add_fingerprint(user)
\ No newline at end of file
diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm
index 3124979681f..f95e9b011dd 100644
--- a/code/game/objects/items/weapons/storage/belt.dm
+++ b/code/game/objects/items/weapons/storage/belt.dm
@@ -121,7 +121,7 @@
/obj/item/weapon/reagent_containers/food/snacks/donut/normal,
/obj/item/weapon/reagent_containers/food/snacks/donut/jelly,
/obj/item/device/flashlight/seclite,
- /obj/item/weapon/melee/telebaton
+ /obj/item/weapon/melee/classic_baton/telescopic
)
/obj/item/weapon/storage/belt/security/New()
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index 34e299fdf9a..4a57b4b4715 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -266,10 +266,6 @@
if(I.damtype == BRUTE || I.damtype == BURN)
user.changeNext_move(CLICK_CD_MELEE)
hit(I.force)
- if(health <= 7)
- anchored = 0
- update_nearby_icons()
- step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index a665e594809..49d6baeabe5 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -1,5 +1,5 @@
/obj/item/clothing/suit/armor
- allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
body_parts_covered = CHEST
cold_protection = CHEST|GROIN
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm
index 0b339fc5e7b..514f7b27a5e 100644
--- a/code/modules/clothing/suits/labcoat.dm
+++ b/code/modules/clothing/suits/labcoat.dm
@@ -5,7 +5,7 @@
item_state = "labcoat"
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
- allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
var/open = 0
action_button_name = "Toggle Labcoat Buttons"
diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm
index cd67552393a..e75d03cb4d8 100644
--- a/code/modules/clothing/suits/miscellaneous.dm
+++ b/code/modules/clothing/suits/miscellaneous.dm
@@ -253,24 +253,24 @@
name = "captain's winter coat"
icon_state = "coatcaptain"
armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
- allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
/obj/item/clothing/suit/toggle/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
- allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
/obj/item/clothing/suit/toggle/wintercoat/medical
name = "medical winter coat"
icon_state = "coatmedical"
- allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
/obj/item/clothing/suit/toggle/wintercoat/science
name = "science winter coat"
icon_state = "coatscience"
- allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/telebaton)
+ allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/suit/toggle/wintercoat/engineering
diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm
index f20b06ebcb6..652416808d3 100644
--- a/code/modules/flufftext/Hallucination.dm
+++ b/code/modules/flufftext/Hallucination.dm
@@ -20,7 +20,8 @@ mob/living/carbon/
var/hal_crit = 0
mob/living/carbon/proc/handle_hallucinations()
- if(handling_hal) return
+ if(handling_hal)
+ return
handling_hal = 1
while(hallucination > 20)
sleep(rand(200,500)/(hallucination/25))
@@ -148,7 +149,6 @@ mob/living/carbon/proc/handle_hallucinations()
src << sound('sound/AI/shuttledock.ogg')
if(66 to 70)
//Flashes of danger
- //src << "Danger Flash"
if(!halbody)
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
@@ -162,8 +162,6 @@ mob/living/carbon/proc/handle_hallucinations()
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
if(4)
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
- // if(5)
- // halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
if(client) client.images += halbody
spawn(rand(50,80)) //Only seen for a brief moment.
@@ -171,55 +169,58 @@ mob/living/carbon/proc/handle_hallucinations()
halbody = null
if(71 to 72)
//Fake death
-// src.sleeping_willingly = 1
src.sleeping = 20
hal_crit = 1
hal_screwyhud = 1
spawn(rand(50,100))
-// src.sleeping_willingly = 0
src.sleeping = 0
hal_crit = 0
hal_screwyhud = 0
+ if(73 to 75)
+ fake_attack()
handling_hal = 0
+/mob/living/carbon/proc/fake_attack()
+// var/list/possible_clones = new/list()
+ var/mob/living/carbon/human/clone = null
+ var/clone_weapon = null
+ for(var/mob/living/carbon/human/H in living_mob_list)
+ if(H.stat || H.lying)
+ continue
+// possible_clones += H
+ clone = H
+ break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
-/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
+// if(!possible_clones.len) return
+// clone = pick(possible_clones)
+ if(!clone)
+ return
- if(!mocktxt)
+ //var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
+ var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(src.loc)
+ if(clone.l_hand)
+ if(!(locate(clone.l_hand) in non_fakeattack_weapons))
+ clone_weapon = clone.l_hand.name
+ F.weap = clone.l_hand
+ else if (clone.r_hand)
+ if(!(locate(clone.r_hand) in non_fakeattack_weapons))
+ clone_weapon = clone.r_hand.name
+ F.weap = clone.r_hand
- mocktxt = ""
+ F.name = clone.name
+ F.my_target = src
+ F.weapon_name = clone_weapon
+ src.hallucinations += F
- var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
- "Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
- "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\
- "Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
+ F.left = image(clone,dir = WEST)
+ F.right = image(clone,dir = EAST)
+ F.up = image(clone,dir = NORTH)
+ F.down = image(clone,dir = SOUTH)
- if(mid_txts)
- while(mid_txts.len)
- var/mid_txt = pick(mid_txts)
- mocktxt += mid_txt
- mid_txts -= mid_txt
+ F.updateimage()
- while(buttons.len)
-
- var/button = pick(buttons)
-
- var/button_txt = pick(possible_txt)
-
- mocktxt += "[button_txt]
"
-
- buttons -= button
- possible_txt -= button_txt
-
- return start_txt + mocktxt + end_txt + "