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* Implements a macro for checking mind traits (#76548)  Seeing this pattern repeated over various sections of code was starting to piss me off Lessens chance to cause errors with mind traits, ensures consistent behavior, makes it easier to change how mind traits work if necessary. hopefully not player facing --------- Co-authored-by: san7890 <the@san7890.com> * modular stuff --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com>
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co-authored by
san7890
ChungusGamer666
parent
4d2dac45c5
commit
a9c80a29a3
@@ -657,7 +657,7 @@
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H.set_jitter_if_lower(200 SECONDS)
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to_chat(H, "<span class='userdanger'>[CONFIG_GET(string/blackoutpolicy)]</span>") //SKYRAT EDIT ADDITION
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_MORBID))
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if(HAS_MIND_TRAIT(user, TRAIT_MORBID))
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user.add_mood_event("morbid_saved_life", /datum/mood_event/morbid_saved_life)
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else
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user.add_mood_event("saved_life", /datum/mood_event/saved_life)
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@@ -343,18 +343,18 @@
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/obj/item/food/baguette/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if (HAS_TRAIT(user, TRAIT_MIMING) && held_item == src)
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if(HAS_MIND_TRAIT(user, TRAIT_MIMING) && held_item == src)
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context[SCREENTIP_CONTEXT_LMB] = "Toggle Swordplay"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/food/baguette/examine(mob/user)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_MIMING))
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if(HAS_MIND_TRAIT(user, TRAIT_MIMING))
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. += span_notice("You can wield this like a sword by using it in your hand.")
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/obj/item/food/baguette/attack_self(mob/user, modifiers)
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. = ..()
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if(!HAS_TRAIT(user, TRAIT_MIMING))
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if(!HAS_MIND_TRAIT(user, TRAIT_MIMING))
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return
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if(fake_swordplay)
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end_swordplay(user)
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@@ -34,11 +34,11 @@ GLOBAL_LIST_EMPTY(possible_gifts)
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/obj/item/a_gift/examine(mob/M)
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. = ..()
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if((M.mind && HAS_TRAIT(M.mind, TRAIT_PRESENT_VISION)) || isobserver(M))
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if(HAS_MIND_TRAIT(M, TRAIT_PRESENT_VISION) || isobserver(M))
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. += span_notice("It contains \a [initial(contains_type.name)].")
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/obj/item/a_gift/attack_self(mob/M)
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if(M.mind && HAS_TRAIT(M.mind, TRAIT_CANNOT_OPEN_PRESENTS))
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if(HAS_MIND_TRAIT(M, TRAIT_CANNOT_OPEN_PRESENTS))
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to_chat(M, span_warning("You're supposed to be spreading gifts, not opening them yourself!"))
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return
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@@ -127,7 +127,7 @@
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if(!chunky_finger_usable && ishuman(user))
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var/mob/living/carbon/human/potential_chunky_finger_human = user
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if(potential_chunky_finger_human.check_chunky_fingers() && user.is_holding(src) && !HAS_TRAIT(user, TRAIT_CHUNKYFINGERS_IGNORE_BATON) && (user.mind && !HAS_TRAIT(user.mind, TRAIT_CHUNKYFINGERS_IGNORE_BATON)))
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if(potential_chunky_finger_human.check_chunky_fingers() && user.is_holding(src) && !HAS_MIND_TRAIT(user, TRAIT_CHUNKYFINGERS_IGNORE_BATON))
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balloon_alert(potential_chunky_finger_human, "fingers are too big!")
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return BATON_ATTACK_DONE
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@@ -103,7 +103,7 @@
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var/mob/user = get(loc, /mob)
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if(!istype(user))
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return
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_CANNOT_OPEN_PRESENTS))
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if(HAS_MIND_TRAIT(user, TRAIT_CANNOT_OPEN_PRESENTS))
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var/turf/floor = get_turf(src)
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var/obj/item/thing = new /obj/item/a_gift/anything(floor)
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if(!atom_storage.attempt_insert(thing, user, override = TRUE))
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@@ -161,7 +161,7 @@
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/obj/item/storage/box/mime/attack_hand(mob/user, list/modifiers)
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..()
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if(HAS_TRAIT(user, TRAIT_MIMING))
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if(HAS_MIND_TRAIT(user, TRAIT_MIMING))
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alpha = 255
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/obj/item/storage/box/mime/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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