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[MIRROR] Clears unused research var (#12685)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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co-authored by
Cameron Lennox
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71699b747b
commit
bb3778d69d
@@ -17,16 +17,14 @@
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toggleable = 1
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see_invisible = INVISIBILITY_SHADEKIN
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/* //No hybridizing shadekinsight. Having it as an adminspawn is ok, but it should be specific
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//No hybridizing shadekinsight. Having it as an adminspawn is ok, but it should be specific
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/obj/item/clothing/glasses/meson/darksight
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name = "optical meson scanner"
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desc = "Used for seeing walls, floors, and stuff through anything."
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icon_state = "meson"
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item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
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actions_types = list(/datum/action/item_action/toggle_goggles)
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origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
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toggleable = 1
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vision_flags = SEE_TURFS
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enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS)
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see_invisible = INVISIBILITY_SHADEKIN
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*/
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@@ -62,7 +62,6 @@
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/obj/item/cell/clockwork //using the stats of a precursor void cell until someone's motivated to port and make the suit use clockcult global power
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name = "hierophant ansible"
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desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held. Due to it's size and the apparent electrical arc, it might be useful as a battery?"
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origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
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icon = 'modular_chomp/icons/obj/clockwork_objects.dmi'
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icon_state = "hierophant_ansible"
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maxcharge = 4800 //same stats as a void cell, but slower at recharging itself
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@@ -86,19 +86,10 @@
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w_class = ITEMSIZE_SMALL
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var/static/list/possible_states = list("crystal", "generator","core", "hilt")
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var/static/list/possible_tech = list(TECH_MATERIAL, TECH_ENGINEERING, TECH_PHORON, TECH_POWER, TECH_BIO, TECH_COMBAT, TECH_MAGNET, TECH_DATA)
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/obj/item/prop/alien/prototype/Initialize(mapload)
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. = ..()
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icon_state = pick(possible_states)
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var/list/techs = possible_tech.Copy()
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origin_tech = list()
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for(var/i = 1 to rand(1, 4))
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var/new_tech = pick(techs)
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techs -= new_tech
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origin_tech[new_tech] = rand(3, 11)
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origin_tech[TECH_PRECURSOR] = rand(0,3)
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/* Yoinked for refrence
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/obj/item/arrow/standard
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@@ -15,9 +15,7 @@
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item_state = "ppickaxe"
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digspeed = 2
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throwforce = 25.0
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origin_tech = list(TECH_MATERIAL = 3)
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desc = "This oddly lightweight pickaxe seems rather sturdy."
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/obj/item/kinetic_crusher
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requires_wield = FALSE
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@@ -201,7 +201,6 @@
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name = "cult blade"
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desc = "An arcane weapon wielded by the followers of Nar-Sie."
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icon_state = "cultblade"
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origin_tech = list(TECH_COMBAT = 1, TECH_ARCANE = 2)
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w_class = ITEMSIZE_LARGE
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force = 40
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throwforce = 20
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@@ -99,7 +99,6 @@
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icon = 'icons/obj/grenade.dmi'
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icon_state = "delivery"
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item_state = "flashbang"
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origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4)
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var/banglet = 0
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var/spawner_type = null // must be an object path
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var/deliveryamt = 1 // amount of type to deliver
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@@ -9,8 +9,6 @@
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var/cooldownmin = 0
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var/cooldownmax = 0
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origin_tech = list(TECH_BIO = 5)
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/obj/item/organ/internal/malignant/Initialize(mapload, var/internal, var/force_location = null, var/forcetag = null)
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organ_tag = "[initial(organ_tag)]_[rand(1,9999)]"
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if(forcetag)
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@@ -608,8 +606,6 @@
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var/chem_target = null
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supply_conversion_value = 0
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origin_tech = list(TECH_BIO = 3)
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/obj/item/organ/internal/malignant/engineered/lattice/Initialize(mapload, var/internal, var/force_location = null, var/forcetag = null)
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growth_trigger = rand(150,200)
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return ..(mapload, internal, force_location, forcetag)
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@@ -2,7 +2,6 @@
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/obj/item/ammo_magazine/pistol
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name = "pistol magazine"
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icon_state = "m91"
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origin_tech = list(TECH_COMBAT = 2)
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mag_type = MAGAZINE
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matter = list(MAT_STEEL = 600)
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caliber = "small"
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@@ -42,7 +41,6 @@
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name = "extended pistol magazine"
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// cringe ammo ban lore begone
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icon_state = "m93"
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origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
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mag_type = MAGAZINE
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matter = list(MAT_STEEL = 1000)
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caliber = "small"
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@@ -9,7 +9,6 @@
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wielded_item_state = "clockrifle-wielded"
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slot_flags = SLOT_BACK
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item_icons = list(slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_guns_ch.dmi', slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_guns_ch.dmi', "slot_back" = 'modular_chomp/icons/mob/guns_back_ch.dmi')
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/bullet/rifle/clockwork
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w_class = ITEMSIZE_HUGE
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one_handed_penalty = 90
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@@ -6,8 +6,6 @@
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item_state = "cryogun"
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wielded_item_state = "cryogun-wielded"
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matter = list(MAT_DURASTEEL = 1000, MAT_MORPHIUM = 500)
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 80 //How much energy is needed to fire.
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@@ -54,7 +54,6 @@
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icon_state = "shotgun"
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item_state = "shotgun"
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wielded_item_state = "placeholder"
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 160 //15 shots sort of
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battery_lock = 1 //No changing
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@@ -9,7 +9,6 @@
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/obj/item/circuitboard/processor/monkey
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name = T_BOARD("monkey processor")
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build_path = /obj/machinery/processor/monkey
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origin_tech = list(TECH_DATA = 2, TECH_BIO = 2)
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/obj/machinery/processor/monkey/begin_processing()
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if(processing)
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