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Fixes the white cane sounds, and blind mob's examine. (#67941)
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@@ -40,8 +40,6 @@
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#define IGNORE_DIGITIGRADE (1<<18)
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/// Has contextual screentips when HOVERING OVER OTHER objects
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#define ITEM_HAS_CONTEXTUAL_SCREENTIPS (1 << 19)
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/// Item still allows you to examine items while blind and actively held.
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#define BLIND_TOOL (1 << 20)
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// Flags for the clothing_flags var on /obj/item/clothing
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@@ -413,6 +413,9 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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/// Whether or not orbiting is blocked or not
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#define TRAIT_ORBITING_FORBIDDEN "orbiting_forbidden"
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/// Item still allows you to examine items while blind and actively held.
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#define TRAIT_BLIND_TOOL "blind_tool"
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// METABOLISMS
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// Various jobs on the station have historically had better reactions
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// to various drinks and foodstuffs. Security liking donuts is a classic
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@@ -812,6 +815,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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#define ORBITING_TRAIT "orbiting"
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/// From the item_scaling element
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#define ITEM_SCALING_TRAIT "item_scaling"
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/// Trait given by Objects that provide blindsight
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#define ITEM_BLIND_TRAIT "blind_item_trait"
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/**
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* Trait granted by [/mob/living/carbon/Initialize] and
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@@ -455,18 +455,19 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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force = 1
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w_class = WEIGHT_CLASS_SMALL
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item_flags = BLIND_TOOL
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custom_materials = list(/datum/material/iron = 600)
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/obj/item/cane/white/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/transforming, \
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force_on = 7, \
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hitsound_on = hitsound, \
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w_class_on = WEIGHT_CLASS_BULKY, \
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clumsy_check = FALSE, \
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attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
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attack_verb_simple_on = list("smack", "strike", "crack", "beat"))
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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ADD_TRAIT(src, TRAIT_BLIND_TOOL, ITEM_BLIND_TRAIT)
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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@@ -552,11 +552,12 @@
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/// the item in our active hand
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var/obj/item/active_item = get_active_held_item()
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var/boosted = FALSE
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if(active_item.item_flags & BLIND_TOOL)
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boosted = TRUE
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if(active_item && active_item != examined_thing && !(active_item.item_flags & BLIND_TOOL))
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to_chat(src, span_warning("Your hands are too full to examine this!"))
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return FALSE
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if(active_item)
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if(HAS_TRAIT(active_item, TRAIT_BLIND_TOOL))
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boosted = TRUE
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else if(active_item != examined_thing)
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to_chat(src, span_warning("Your hands are too full to examine this!"))
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return FALSE
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//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
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/// our active hand, to check if it's disabled/detatched
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