mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 08:08:49 +01:00
Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts: code/__DEFINES/genetics.dm code/modules/mob/living/carbon/human/species_types.dm
This commit is contained in:
@@ -9,6 +9,9 @@
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var/obj/item/weapon/circuitboard/circuit = null
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var/obj/item/device/mmi/brain = null
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/obj/structure/AIcore/New()
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..()
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laws.set_laws_config()
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/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
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switch(state)
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@@ -182,8 +185,6 @@
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You connect the monitor.</span>"
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if(!laws.inherent.len) //If laws isn't set to null but nobody supplied a board, the AI would normally be created lawless. We don't want that.
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laws = null
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new /mob/living/silicon/ai (loc, laws, brain)
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feedback_inc("cyborg_ais_created",1)
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qdel(src)
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@@ -250,4 +251,4 @@ atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/
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/obj/item/weapon/circuitboard/aicore
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name = "circuit board (AI core)"
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origin_tech = "programming=4;biotech=2"
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origin_tech = "programming=3"
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@@ -323,3 +323,9 @@
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/obj/item/chair/wood/wings
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icon_state = "wooden_chair_wings_toppled"
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origin_type = /obj/structure/chair/wood/wings
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/obj/structure/chair/old
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name = "strange chair"
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desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
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icon_state = "chairold"
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item_chair = null
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@@ -6,7 +6,7 @@
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/obj/structure/closet/secure_closet/hydroponics/New()
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..()
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new /obj/item/weapon/storage/bag/plants/portaseeder(src)
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new /obj/item/device/analyzer/plant_analyzer(src)
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new /obj/item/device/plant_analyzer(src)
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new /obj/item/device/radio/headset/headset_srv(src)
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new /obj/item/weapon/cultivator(src)
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new /obj/item/weapon/hatchet(src)
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@@ -71,6 +71,22 @@
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name = "freezer"
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icon_state = "freezer"
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/obj/structure/closet/crate/freezer/blood
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name = "blood freezer"
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desc = "A freezer containing packs of blood."
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/obj/structure/closet/crate/freezer/blood/New()
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. = ..()
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new /obj/item/weapon/reagent_containers/blood/empty(src)
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new /obj/item/weapon/reagent_containers/blood/empty(src)
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new /obj/item/weapon/reagent_containers/blood/AMinus(src)
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new /obj/item/weapon/reagent_containers/blood/BMinus(src)
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new /obj/item/weapon/reagent_containers/blood/BPlus(src)
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new /obj/item/weapon/reagent_containers/blood/OMinus(src)
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new /obj/item/weapon/reagent_containers/blood/OPlus(src)
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for(var/i in 1 to 3)
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new /obj/item/weapon/reagent_containers/blood/random(src)
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/obj/structure/closet/crate/radiation
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desc = "A crate with a radiation sign on it."
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name = "radiation crate"
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@@ -17,12 +17,24 @@
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust)
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smooth = SMOOTH_TRUE
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can_be_unanchored = 0
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/obj/structure/falsewall/New(loc)
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..()
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air_update_turf(1)
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/obj/structure/falsewall/Destroy()
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density = 0
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air_update_turf(1)
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return ..()
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/obj/structure/falsewall/CanAtmosPass(turf/T)
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return !density
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/obj/structure/falsewall/attack_hand(mob/user)
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if(opening)
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return
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@@ -46,6 +58,7 @@
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if(!qdeleted(src))
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SetOpacity(1)
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update_icon()
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air_update_turf(1)
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opening = 0
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/obj/structure/falsewall/attack_animal(mob/living/simple_animal/user)
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@@ -68,7 +81,7 @@
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if(density)
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smooth = SMOOTH_TRUE
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queue_smooth(src)
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icon_state = ""
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icon_state = "wall"
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else
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icon_state = "fwall_open"
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@@ -490,3 +490,30 @@
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/obj/structure/window/shuttle/tinted
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opacity = TRUE
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/obj/structure/window/reinforced/clockwork
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name = "ratvarian window"
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desc = "A paper-thin pane of translucent yet reinforced brass."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "clockwork_window_single"
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/obj/structure/window/reinforced/clockwork/New(loc, direct)
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..()
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if(!fulltile)
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var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
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if(direct)
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dir = direct
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E.dir = direct
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else
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PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
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for(var/obj/item/I in debris)
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debris -= I
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qdel(I)
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debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
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/obj/structure/window/reinforced/clockwork/fulltile
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icon_state = "clockwork_window"
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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fulltile = 1
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dir = 5
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