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## About The Pull Request Gives parrots hand (singular), removing snowflaked item carrying from it. Parrots can now interact with items it's carrying. Tremble before Poly's new strength! Also made hand keybinds works on singlehanded mobs. ## Why It's Good For The Game was bored, figured I can knock off parrots off the stat panel phase out. looked at the code and realized that parrots have snowflaked item pickup, thought to myself "wait, isn't there multihanded support? surely that means that means theres one handed support too!" which is how this PR came to be. removes another thing from the stat-panel phase out and makes parrots handling items much more intuitive. ## Changelog 🆑 code: Swaps out parrot's sovlful unique item carrying ability with a soulless hand (singular) fix: Fixes specific hands hotkey breaking hands on singlehanded mobs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
432 lines
15 KiB
Plaintext
432 lines
15 KiB
Plaintext
#define FORCED_SPEECH_COOLDOWN_DURATION 5 SECONDS
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GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
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/datum/strippable_item/parrot_headset,
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/datum/strippable_item/hand/left,
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)))
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/// Parrots! Klepto bastards that imitate your speech and hoard your shit.
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/mob/living/basic/parrot
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name = "parrot"
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desc = "The parrot squawks, \"They're a Parrot! BAWWK!\""
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icon = 'icons/mob/simple/animal.dmi'
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icon_state = "parrot_fly"
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icon_living = "parrot_fly"
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icon_dead = "parrot_dead"
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density = FALSE
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health = 80
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maxHealth = 80
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pass_flags = PASSTABLE | PASSMOB
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guaranteed_butcher_results = list(/obj/item/food/cracker = 1)
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melee_damage_upper = 10
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melee_damage_lower = 5
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "gently moves aside"
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response_disarm_simple = "gently move aside"
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response_harm_continuous = "swats"
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response_harm_simple = "swat"
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combat_mode = TRUE //parrots now start "aggressive" since only player parrots will nuzzle.
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attack_verb_continuous = "chomps"
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attack_verb_simple = "chomp"
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attack_vis_effect = ATTACK_EFFECT_BITE
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friendly_verb_continuous = "grooms"
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friendly_verb_simple = "groom"
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mob_size = MOB_SIZE_SMALL
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gold_core_spawnable = FRIENDLY_SPAWN
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ai_controller = /datum/ai_controller/basic_controller/parrot
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/// Icon we use while sitting
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var/icon_sit = "parrot_sit"
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///Headset for Poly to yell at engineers :)
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var/obj/item/radio/headset/ears = null
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/// The blackboard key we use to store the string we're repeating
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var/speech_blackboard_key = BB_PARROT_REPEAT_STRING
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/// The generic probability odds we have to do a speech-related action
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var/speech_probability_rate = 5
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/// The generic probability odds we have to switch out our speech string
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var/speech_shuffle_rate = 30
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/// Contains all of the perches that parrots will generally sit on until something catches their eye.
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var/static/list/desired_perches = typecacheof(list(
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/obj/machinery/computer,
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/obj/machinery/dna_scannernew,
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/obj/machinery/nuclearbomb,
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/obj/machinery/recharge_station,
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/obj/machinery/smartfridge,
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/obj/machinery/suit_storage_unit,
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/obj/machinery/telecomms,
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/obj/machinery/teleport,
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/obj/structure/displaycase,
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/obj/structure/filingcabinet,
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/obj/structure/frame/computer,
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))
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///items we wont pick up
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var/static/list/ignore_items = typecacheof(list(/obj/item/radio))
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/// Food that Poly loves to eat (spoiler alert it's just crackers)
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var/static/list/edibles = list(
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/obj/item/food/cracker,
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)
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///list of commands we follow
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var/static/list/pet_commands = list(
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/datum/pet_command/idle,
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/datum/pet_command/free,
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/datum/pet_command/follow,
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/datum/pet_command/perform_trick_sequence,
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)
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/// Tracks the times when we send a phrase through either being pet or attack to ensure it's not abused to flood
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COOLDOWN_DECLARE(forced_speech_cooldown)
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/mob/living/basic/parrot/Initialize(mapload)
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. = ..()
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setup_headset()
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update_speech_blackboards()
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ai_controller.set_blackboard_key(BB_PARROT_PERCH_TYPES, desired_perches)
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ai_controller.set_blackboard_key(BB_IGNORE_ITEMS, ignore_items)
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AddElement(/datum/element/pet_bonus) // parrots will listen for the signal this element sends in order to say something in response to the pat
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AddElement(/datum/element/ai_retaliate)
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AddElement(/datum/element/strippable, GLOB.strippable_parrot_items)
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AddElement(/datum/element/simple_flying)
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AddElement(/datum/element/dextrous, can_throw = TRUE, hands_count = 1)
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AddComponent(/datum/component/listen_and_repeat, desired_phrases = get_static_list_of_phrases(), blackboard_key = BB_PARROT_REPEAT_STRING)
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AddComponent(/datum/component/tameable, food_types = edibles, tame_chance = 100, bonus_tame_chance = 0)
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AddComponent(/datum/component/obeys_commands, pet_commands)
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RegisterSignal(src, COMSIG_ATOM_ATTACKBY_SECONDARY, PROC_REF(on_attacked)) // this means we could have a peaceful interaction, like getting a cracker
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RegisterSignal(src, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(on_injured)) // this means we got hurt and it's go time
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RegisterSignal(src, COMSIG_ANIMAL_PET, PROC_REF(on_pet))
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RegisterSignal(src, COMSIG_KB_MOB_DROPITEM_DOWN, PROC_REF(drop_item_on_signal))
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ADD_TRAIT(src, TRAIT_CAN_MOUNT_HUMANS, INNATE_TRAIT)
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/mob/living/basic/parrot/Destroy()
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// should have cleaned these up on death, but let's be super safe in case that didn't happen
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if(!QDELETED(ears))
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QDEL_NULL(ears)
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return ..()
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/mob/living/basic/parrot/death(gibbed)
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if(ears)
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ears.forceMove(drop_location())
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ears = null
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if(!isnull(buckled))
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buckled.unbuckle_mob(src, force = TRUE)
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buckled = null
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pixel_x = base_pixel_x
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pixel_y = base_pixel_y
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return ..()
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/mob/living/basic/parrot/examine(mob/user)
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. = ..()
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var/obj/item/held_item = get_active_held_item()
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. += "It appears to [isnull(held_item) ? "not be holding anything." : "be holding \a [held_item]."]"
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if(stat != DEAD)
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return
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if(HAS_MIND_TRAIT(user, TRAIT_NAIVE))
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. += span_notice(pick(
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"It seems tired and shagged out after a long squawk.",
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"It seems to be pining for the fjords.",
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"It's resting. It's a beautiful bird. Lovely plumage.",
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))
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else
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. += span_danger(pick(
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"This is a late parrot.",
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"This is an ex-parrot.",
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"This parrot is no more.",
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))
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/mob/living/basic/parrot/say_dead(message)
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return // this is so flarped
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/mob/living/basic/parrot/radio(message, list/message_mods = list(), list/spans, language) //literally copied from human/radio(), but there's no other way to do this. at least it's better than it used to be.
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. = ..()
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if(. != NONE)
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return
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if(message_mods[MODE_HEADSET])
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if(ears)
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ears.talk_into(src, message, , spans, language, message_mods)
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return ITALICS | REDUCE_RANGE
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else if(message_mods[RADIO_EXTENSION] == MODE_DEPARTMENT)
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if(ears)
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ears.talk_into(src, message, message_mods[RADIO_EXTENSION], spans, language, message_mods)
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return ITALICS | REDUCE_RANGE
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else if(message_mods[RADIO_EXTENSION] in GLOB.default_radio_channels)
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if(ears)
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ears.talk_into(src, message, message_mods[RADIO_EXTENSION], spans, language, message_mods)
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return ITALICS | REDUCE_RANGE
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return NONE
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/mob/living/basic/parrot/update_icon_state()
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. = ..()
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if(stat == DEAD)
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return
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icon_state = HAS_TRAIT(src, TRAIT_PARROT_PERCHED) ? icon_sit : icon_living
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/// Proc that we just use to see if we're dragging onto stomething something for perch behavior or dropping the item we currently have
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/mob/living/basic/parrot/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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. = ..()
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if(!start_perching(over))
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balloon_alert(user, "not a perching spot!")
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/// Proc that handles sending the signal and returning a valid phrase to say. Will not do anything if we don't have a stat or if we're cliented.
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/// Will return either a string or null.
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/mob/living/basic/parrot/proc/get_phrase()
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if(!isnull(client) || stat != CONSCIOUS)
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return null
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if(!COOLDOWN_FINISHED(src, forced_speech_cooldown))
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return null
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var/return_value = SEND_SIGNAL(src, COMSIG_NEEDS_NEW_PHRASE)
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if(return_value & NO_NEW_PHRASE_AVAILABLE)
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return null
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COOLDOWN_START(src, forced_speech_cooldown, FORCED_SPEECH_COOLDOWN_DURATION)
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return ai_controller.blackboard[BB_PARROT_REPEAT_STRING]
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/// Proc that listens for when a parrot is pet so we can dispatch a voice line.
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/mob/living/basic/parrot/proc/on_pet(mob/living/basic/source, mob/living/petter, modifiers)
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SIGNAL_HANDLER
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var/return_value = get_phrase()
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if(isnull(return_value))
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return
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INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, say), message = return_value, forced = "parrot oneliner on pet")
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/// Proc that ascertains the type of perch we're dealing with and starts the perching process.
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/// Returns TRUE if we started perching, FALSE otherwise.
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/mob/living/basic/parrot/proc/start_perching(atom/target)
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if(HAS_TRAIT(src, TRAIT_PARROT_PERCHED))
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balloon_alert(src, "already perched!")
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return FALSE
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if(ishuman(target))
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return perch_on_human(target)
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if(!is_type_in_typecache(target, desired_perches))
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return FALSE
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forceMove(get_turf(target))
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drop_held_item(gently = TRUE) // comfy :)
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toggle_perched(perched = TRUE)
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RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(after_move))
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return TRUE
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/mob/living/basic/parrot/proc/after_move(atom/source)
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SIGNAL_HANDLER
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UnregisterSignal(src, COMSIG_MOVABLE_MOVED)
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toggle_perched(perched = FALSE)
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/// Proc that will perch us on a human. Returns TRUE if we perched, FALSE otherwise.
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/mob/living/basic/parrot/proc/perch_on_human(mob/living/carbon/human/target)
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if(LAZYLEN(target.buckled_mobs) >= target.max_buckled_mobs)
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balloon_alert(src, "can't perch on them!")
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return FALSE
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forceMove(get_turf(target))
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if(!target.buckle_mob(src, TRUE))
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return FALSE
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to_chat(src, span_notice("You sit on [target]'s shoulder."))
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toggle_perched(perched = TRUE)
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RegisterSignal(src, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_unbuckle))
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return TRUE
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/mob/living/basic/parrot/proc/on_unbuckle(mob/living/source, atom/movable/new_buckled)
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SIGNAL_HANDLER
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if(new_buckled)
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return
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UnregisterSignal(src, COMSIG_LIVING_SET_BUCKLED)
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toggle_perched(perched = FALSE)
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#define PERCH_SOURCE "perched"
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/mob/living/basic/parrot/proc/toggle_perched(perched)
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if(!perched)
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REMOVE_TRAIT(src, TRAIT_PARROT_PERCHED, PERCH_SOURCE)
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remove_offsets(PERCH_SOURCE)
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else
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ADD_TRAIT(src, TRAIT_PARROT_PERCHED, PERCH_SOURCE)
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add_offsets(PERCH_SOURCE, y_add = 9)
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update_appearance(UPDATE_ICON_STATE)
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#undef PERCH_SOURCE
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/// Master proc which will determine the intent of OUR attacks on an object and summon the relevant procs accordingly.
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/// This is pretty much meant for players, AI will use the task-specific procs instead.
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/mob/living/basic/parrot/early_melee_attack(atom/target, list/modifiers, ignore_cooldown)
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. = ..()
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if(.)
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return
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if(iscarbon(target) && steal_from_mob(target))
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return BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN
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/// Picks up an item from the ground and puts it in our claws. Returns TRUE if we picked it up, FALSE otherwise.
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/mob/living/basic/parrot/put_in_hand_check(obj/item/item_to_pick_up)
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if(item_to_pick_up.w_class > WEIGHT_CLASS_SMALL)
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balloon_alert(src, "too big to pick up!")
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return FALSE
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return ..()
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/mob/living/basic/parrot/put_in_hand(obj/item/target, hand_index, forced = FALSE, ignore_anim = TRUE, visuals_only = FALSE)
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if(istype(target, /obj/item/food/cracker))
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consume_cracker(target)
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qdel(target)
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return
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if(..())
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visible_message(
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span_notice("[src] grabs [target]!"),
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span_notice("You grab [target]!"),
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span_hear("You hear the sounds of wings flapping furiously."),
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)
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return TRUE
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/// Looks for an item that we can snatch and puts it in our claws. Returns TRUE if we picked it up, FALSE otherwise.
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/mob/living/basic/parrot/proc/steal_from_mob(mob/living/carbon/victim)
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if(!isnull(get_active_held_item()))
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balloon_alert(src, "already holding something!")
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return FALSE
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for(var/obj/item/stealable in victim.held_items)
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if(stealable.w_class > WEIGHT_CLASS_SMALL)
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continue
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if(!victim.temporarilyRemoveItemFromInventory(stealable))
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continue
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dropItemToGround(stealable)
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visible_message(
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span_notice("[src] wrestles [stealable] out of [victim]'s hand!"),
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span_notice("You wrestles [stealable] out of [victim]'s hand!"),
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span_hear("You hear the sounds of wings flapping furiously."),
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)
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return TRUE
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return FALSE
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/// If we're right-clicked on with a cracker, we eat the cracker.
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/mob/living/basic/parrot/proc/on_attacked(mob/living/basic/source, obj/item/thing, mob/living/attacker, list/modifiers)
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SIGNAL_HANDLER
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if(!istype(thing, /obj/item/food/cracker)) // Poly wants a cracker
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return
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consume_cracker(thing) // potential clash with the tameable element so we'll leave it to that to handle qdeling the cracker.
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return COMPONENT_NO_AFTERATTACK
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/// Eats a cracker (or anything i guess). This would be nice to eventually fold into the basic_eating element but we do too much snowflake inventory code stuff for this to be reliable presently.
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/// We don't qdel the item here, we assume the invoking proc will have handled that somehow.
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/// Returns TRUE if we ate the thing.
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/mob/living/basic/parrot/proc/consume_cracker(obj/item/thing)
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to_chat(src, span_notice("[src] eagerly devours \the [thing]."))
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if(!istype(thing, /obj/item/food/cracker))
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return TRUE // we still ate it
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if(health < maxHealth)
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adjust_brute_loss(-10)
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speech_probability_rate *= 1.27
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speech_shuffle_rate += 10
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update_speech_blackboards()
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return TRUE
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/// Handles special behavior whenever we are injured.
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/mob/living/basic/parrot/proc/on_injured(mob/living/basic/source, mob/living/attacker, attack_flags)
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SIGNAL_HANDLER
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if(!isnull(client) || stat == CONSCIOUS)
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return
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drop_held_item(gently = FALSE)
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var/return_value = get_phrase()
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if(isnull(return_value))
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return
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INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, say), message = return_value, forced = "parrot oneliner on attack")
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/// Handles dropping items we're holding. Gently is a special modifier we can use for special interactions.
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/mob/living/basic/parrot/proc/drop_held_item(gently = TRUE)
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if(get_num_held_items() == 0)
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balloon_alert(src, "nothing to drop!")
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return
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if(stat != CONSCIOUS) // don't gotta do shit
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return
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if(!gently && isgrenade(get_active_held_item()))
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var/obj/item/grenade/bomb = get_active_held_item()
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balloon_alert(src, "bombs away!") // you'll likely die too so we can get away with the `!` here
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bomb.forceMove(drop_location())
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bomb.detonate()
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return
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balloon_alert(src, "dropped item")
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drop_all_held_items(drop_location())
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/mob/living/basic/parrot/vv_edit_var(var_name, vval)
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. = ..() // give admins an easier time when it comes to fucking with poly
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switch(var_name)
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if(NAMEOF(src, speech_probability_rate))
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update_speech_blackboards()
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if(NAMEOF(src, speech_shuffle_rate))
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update_speech_blackboards()
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/// Updates our speech blackboards mob-side to reflect the current speech on the controller to ensure everything is synchronized.
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/mob/living/basic/parrot/proc/update_speech_blackboards()
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ai_controller.set_blackboard_key(BB_PARROT_REPEAT_PROBABILITY, speech_probability_rate)
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ai_controller.set_blackboard_key(BB_PARROT_PHRASE_CHANGE_PROBABILITY, speech_shuffle_rate)
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/// Will simply set up the headset for the parrot to use. Stub, implemented on subtypes.
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/mob/living/basic/parrot/proc/setup_headset()
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return
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/// Gets a static list of phrases we wish to pass to the element.
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/mob/living/basic/parrot/proc/get_static_list_of_phrases()
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var/static/list/default_phrases = list(
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"BAWWWWK george mellons griffing me!",
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"Cracker?",
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"Hello!",
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"Hi!",
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)
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return default_phrases
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/// Gets the available channels that this parrot has access to. Returns a list of the channels we can use.
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/mob/living/basic/parrot/proc/get_available_channels()
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var/list/returnable_list = list()
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if(isnull(ears))
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return returnable_list
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var/list/headset_channels = ears.channels
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for(var/channel in headset_channels)
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returnable_list += GLOB.channel_tokens[channel] // will return something like ":e" or ":c" y'know
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return returnable_list
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/mob/living/basic/parrot/tamed(mob/living/tamer, atom/food)
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. = ..()
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new /obj/effect/temp_visual/heart(drop_location())
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/mob/living/basic/parrot/proc/drop_item_on_signal(mob/living/user)
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SIGNAL_HANDLER
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drop_held_item()
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return COMSIG_KB_ACTIVATED
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#undef FORCED_SPEECH_COOLDOWN_DURATION
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