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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 16:45:42 +00:00
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
488 lines
12 KiB
Plaintext
488 lines
12 KiB
Plaintext
#define AB_CHECK_RESTRAINED 1
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#define AB_CHECK_STUNNED 2
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#define AB_CHECK_LYING 4
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#define AB_CHECK_CONSCIOUS 8
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/datum/action
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var/name = "Generic Action"
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var/desc = null
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var/obj/target = null
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var/check_flags = 0
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var/processing = 0
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var/obj/screen/movable/action_button/button = null
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var/button_icon = 'icons/mob/actions.dmi'
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var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
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var/buttontooltipstyle = ""
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var/icon_icon = 'icons/mob/actions.dmi'
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var/button_icon_state = "default"
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var/mob/owner
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/datum/action/New(Target)
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target = Target
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button = new
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button.linked_action = src
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button.name = name
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button.actiontooltipstyle = buttontooltipstyle
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if(desc)
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button.desc = desc
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/datum/action/Destroy()
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if(owner)
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Remove(owner)
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target = null
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qdel(button)
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button = null
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return ..()
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/datum/action/proc/Grant(mob/M)
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if(M)
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if(owner)
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if(owner == M)
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return
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Remove(owner)
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owner = M
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M.actions += src
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if(M.client)
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M.client.screen += button
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M.update_action_buttons()
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else
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Remove(owner)
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/datum/action/proc/Remove(mob/M)
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if(M)
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if(M.client)
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M.client.screen -= button
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M.actions -= src
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M.update_action_buttons()
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owner = null
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button.moved = FALSE //so the button appears in its normal position when given to another owner.
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/datum/action/proc/Trigger()
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if(!IsAvailable())
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return 0
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return 1
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/datum/action/proc/Process()
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return
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/datum/action/proc/IsAvailable()
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if(!owner)
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return 0
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if(check_flags & AB_CHECK_RESTRAINED)
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if(owner.restrained())
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return 0
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if(check_flags & AB_CHECK_STUNNED)
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if(owner.stunned || owner.weakened)
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return 0
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if(check_flags & AB_CHECK_LYING)
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if(owner.lying)
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return 0
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if(check_flags & AB_CHECK_CONSCIOUS)
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if(owner.stat)
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return 0
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return 1
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/datum/action/proc/UpdateButtonIcon(status_only = FALSE)
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if(button)
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if(!status_only)
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button.name = name
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button.desc = desc
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if(owner && owner.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
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var/list/settings = owner.hud_used.get_action_buttons_icons()
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if(button.icon != settings["bg_icon"])
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button.icon = settings["bg_icon"]
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if(button.icon_state != settings["bg_state"])
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button.icon_state = settings["bg_state"]
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else
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if(button.icon != button_icon)
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button.icon = button_icon
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if(button.icon_state != background_icon_state)
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button.icon_state = background_icon_state
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ApplyIcon(button)
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if(!IsAvailable())
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button.color = rgb(128,0,0,128)
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else
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button.color = rgb(255,255,255,255)
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return 1
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/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button)
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if(icon_icon && button_icon_state && current_button.button_icon_state != button_icon_state)
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current_button.cut_overlays(TRUE)
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current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
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current_button.button_icon_state = button_icon_state
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//Presets for item actions
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/datum/action/item_action
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check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
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button_icon_state = null
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// If you want to override the normal icon being the item
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// then change this to an icon state
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/datum/action/item_action/New(Target)
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..()
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var/obj/item/I = target
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LAZYINITLIST(I.actions)
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I.actions += src
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/datum/action/item_action/Destroy()
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var/obj/item/I = target
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I.actions -= src
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UNSETEMPTY(I.actions)
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return ..()
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/datum/action/item_action/Trigger()
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if(!..())
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return 0
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if(target)
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var/obj/item/I = target
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I.ui_action_click(owner, src)
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return 1
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/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
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if(button_icon && button_icon_state)
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// If set, use the custom icon that we set instead
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// of the item appearence
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..(current_button)
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else if(target && current_button.appearance_cache != target.appearance) //replace with /ref comparison if this is not valid.
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var/obj/item/I = target
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current_button.appearance_cache = I.appearance
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var/old_layer = I.layer
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var/old_plane = I.plane
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I.layer = FLOAT_LAYER //AAAH
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I.plane = FLOAT_PLANE //^ what that guy said
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current_button.overlays = list(I)
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I.layer = old_layer
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I.plane = old_plane
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/datum/action/item_action/toggle_light
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name = "Toggle Light"
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/datum/action/item_action/toggle_hood
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name = "Toggle Hood"
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/datum/action/item_action/toggle_firemode
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name = "Toggle Firemode"
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/datum/action/item_action/startchainsaw
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name = "Pull The Starting Cord"
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/datum/action/item_action/toggle_gunlight
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name = "Toggle Gunlight"
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/datum/action/item_action/toggle_mode
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name = "Toggle Mode"
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/datum/action/item_action/toggle_barrier_spread
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name = "Toggle Barrier Spread"
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/datum/action/item_action/equip_unequip_TED_Gun
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name = "Equip/Unequip TED Gun"
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/datum/action/item_action/toggle_paddles
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name = "Toggle Paddles"
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/datum/action/item_action/set_internals
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name = "Set Internals"
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/datum/action/item_action/set_internals/UpdateButtonIcon(status_only = FALSE)
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if(..()) //button available
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(target == C.internal)
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button.icon_state = "template_active"
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/datum/action/item_action/pick_color
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name = "Choose A Color"
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/datum/action/item_action/toggle_mister
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name = "Toggle Mister"
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/datum/action/item_action/activate_injector
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name = "Activate Injector"
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/datum/action/item_action/toggle_helmet_light
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name = "Toggle Helmet Light"
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/datum/action/item_action/toggle_unfriendly_fire
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name = "Toggle Friendly Fire \[ON\]"
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desc = "Toggles if the club's blasts cause friendly fire."
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button_icon_state = "vortex_ff_on"
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/datum/action/item_action/toggle_unfriendly_fire/Trigger()
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if(..())
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UpdateButtonIcon()
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/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon(status_only = FALSE)
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if(istype(target, /obj/item/weapon/hierophant_club))
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var/obj/item/weapon/hierophant_club/H = target
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if(H.friendly_fire_check)
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button_icon_state = "vortex_ff_off"
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name = "Toggle Friendly Fire \[OFF\]"
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else
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button_icon_state = "vortex_ff_on"
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name = "Toggle Friendly Fire \[ON\]"
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..()
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/datum/action/item_action/vortex_recall
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name = "Vortex Recall"
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desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
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button_icon_state = "vortex_recall"
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/datum/action/item_action/vortex_recall/IsAvailable()
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if(istype(target, /obj/item/weapon/hierophant_club))
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var/obj/item/weapon/hierophant_club/H = target
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if(H.teleporting)
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return 0
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return ..()
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/datum/action/item_action/clock
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background_icon_state = "bg_clock"
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buttontooltipstyle = "clockcult"
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/datum/action/item_action/clock/IsAvailable()
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if(!is_servant_of_ratvar(owner))
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return 0
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return ..()
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/datum/action/item_action/clock/toggle_visor
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name = "Create Judicial Marker"
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desc = "Allows you to create a stunning Judicial Marker at any location in view. Click again to disable."
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/datum/action/item_action/clock/toggle_visor/IsAvailable()
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if(!is_servant_of_ratvar(owner))
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return 0
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if(istype(target, /obj/item/clothing/glasses/judicial_visor))
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var/obj/item/clothing/glasses/judicial_visor/V = target
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if(V.recharging)
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return 0
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return ..()
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/datum/action/item_action/clock/hierophant
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name = "Hierophant Network"
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desc = "Allows you to communicate with other Servants."
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button_icon_state = "hierophant_slab"
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/datum/action/item_action/clock/quickbind
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name = "Quickbind"
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desc = "If you're seeing this, file a bug report."
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var/scripture_index = 0 //the index of the scripture we're associated with
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/datum/action/item_action/toggle_helmet_flashlight
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name = "Toggle Helmet Flashlight"
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/datum/action/item_action/toggle_helmet_mode
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name = "Toggle Helmet Mode"
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/datum/action/item_action/toggle
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/datum/action/item_action/toggle/New(Target)
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..()
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name = "Toggle [target.name]"
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button.name = name
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/datum/action/item_action/halt
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name = "HALT!"
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/datum/action/item_action/toggle_voice_box
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name = "Toggle Voice Box"
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/datum/action/item_action/change
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name = "Change"
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/datum/action/item_action/adjust
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/datum/action/item_action/adjust/New(Target)
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..()
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name = "Adjust [target.name]"
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button.name = name
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/datum/action/item_action/switch_hud
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name = "Switch HUD"
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/datum/action/item_action/toggle_wings
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name = "Toggle Wings"
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/datum/action/item_action/toggle_human_head
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name = "Toggle Human Head"
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/datum/action/item_action/toggle_helmet
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name = "Toggle Helmet"
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/datum/action/item_action/toggle_jetpack
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name = "Toggle Jetpack"
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/datum/action/item_action/jetpack_stabilization
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name = "Toggle Jetpack Stabilization"
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/datum/action/item_action/jetpack_stabilization/IsAvailable()
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var/obj/item/weapon/tank/jetpack/J = target
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if(!istype(J) || !J.on)
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return 0
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return ..()
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/datum/action/item_action/hands_free
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check_flags = AB_CHECK_CONSCIOUS
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/datum/action/item_action/hands_free/activate
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name = "Activate"
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/datum/action/item_action/hands_free/shift_nerves
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name = "Shift Nerves"
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/datum/action/item_action/explosive_implant
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check_flags = 0
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name = "Activate Explosive Implant"
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/datum/action/item_action/toggle_research_scanner
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name = "Toggle Research Scanner"
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button_icon_state = "scan_mode"
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var/active = FALSE
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/datum/action/item_action/toggle_research_scanner/Trigger()
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if(IsAvailable())
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active = !active
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if(active)
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owner.research_scanner++
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else
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owner.research_scanner--
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to_chat(owner, "<span class='notice'>[target] research scanner has been [active ? "activated" : "deactivated"].</span>")
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return 1
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/datum/action/item_action/toggle_research_scanner/Remove(mob/M)
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if(owner && active)
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owner.research_scanner--
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active = FALSE
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..()
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/datum/action/item_action/organ_action
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check_flags = AB_CHECK_CONSCIOUS
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/datum/action/item_action/organ_action/IsAvailable()
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var/obj/item/organ/I = target
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if(!I.owner)
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return 0
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return ..()
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/datum/action/item_action/organ_action/toggle/New(Target)
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..()
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name = "Toggle [target.name]"
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button.name = name
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/datum/action/item_action/organ_action/use/New(Target)
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..()
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name = "Use [target.name]"
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button.name = name
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//Preset for spells
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/datum/action/spell_action
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check_flags = 0
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background_icon_state = "bg_spell"
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/datum/action/spell_action/New(Target)
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..()
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var/obj/effect/proc_holder/spell/S = target
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S.action = src
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name = S.name
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button_icon = S.action_icon
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button_icon_state = S.action_icon_state
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background_icon_state = S.action_background_icon_state
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button.name = name
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/datum/action/spell_action/Destroy()
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var/obj/effect/proc_holder/spell/S = target
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S.action = null
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return ..()
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/datum/action/spell_action/Trigger()
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if(!..())
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return 0
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if(target)
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var/obj/effect/proc_holder/spell = target
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spell.Click()
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return 1
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/datum/action/spell_action/IsAvailable()
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if(!target)
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return 0
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var/obj/effect/proc_holder/spell/spell = target
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if(owner)
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return spell.can_cast(owner)
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return 0
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/datum/action/spell_action/alien
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/datum/action/spell_action/alien/IsAvailable()
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if(!target)
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return 0
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var/obj/effect/proc_holder/alien/ab = target
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if(owner)
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return ab.cost_check(ab.check_turf,owner,1)
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return 0
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//Preset for general and toggled actions
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/datum/action/innate
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check_flags = 0
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var/active = 0
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/datum/action/innate/Trigger()
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if(!..())
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return 0
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if(!active)
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Activate()
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else
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Deactivate()
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return 1
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/datum/action/innate/proc/Activate()
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return
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/datum/action/innate/proc/Deactivate()
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return
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//Preset for action that call specific procs (consider innate).
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/datum/action/generic
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check_flags = 0
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var/procname
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/datum/action/generic/Trigger()
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if(!..())
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return 0
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if(target && procname)
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call(target, procname)(usr)
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return 1
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//Stickmemes
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/datum/action/item_action/stickmen
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name = "Summon Stick Minions"
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desc = "Allows you to summon faithful stickmen allies to aide you in battle."
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button_icon_state = "art_summon"
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//surf_ss13
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/datum/action/item_action/bhop
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name = "Activate Jump Boots"
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desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
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button_icon_state = "jetboot"
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/datum/action/language_menu
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name = "Language Menu"
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desc = "Open the language menu to review your languages, their keys, and select your default language."
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button_icon_state = "language_menu"
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check_flags = 0
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/datum/action/language_menu/Trigger()
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if(!..())
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return FALSE
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if(isliving(owner))
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var/mob/living/L = owner
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L.open_language_menu(usr)
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