mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Made items that get unbloodied update their icon during the unbloodying, so you can tell how much you used your gun between getting blood on it and cleaning it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@791 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -49,5 +49,5 @@ obj/machinery/atmospherics
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disconnect(obj/machinery/atmospherics/reference)
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disconnect(obj/machinery/atmospherics/reference)
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update_icon()
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update_icon()
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return null
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return null
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@@ -644,14 +644,13 @@
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user << "\blue You inject 5 units of the solution. The syringe now contains [src.reagents.total_volume] units."
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user << "\blue You inject 5 units of the solution. The syringe now contains [src.reagents.total_volume] units."
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return
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return
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proc
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update_icon()
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update_icon()
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var/rounded_vol = round(reagents.total_volume,5)
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var/rounded_vol = round(reagents.total_volume,5)
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if(ismob(loc))
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if(ismob(loc))
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icon_state = "[mode][rounded_vol]"
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icon_state = "[mode][rounded_vol]"
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else
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else
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icon_state = "[rounded_vol]"
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icon_state = "[rounded_vol]"
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item_state = "syringe_[rounded_vol]"
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item_state = "syringe_[rounded_vol]"
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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/// Syringes. END
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/// Syringes. END
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@@ -20,11 +20,10 @@ obj/item/toy/blink
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w_class = 1.0
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w_class = 1.0
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var/amount_left = 7.0
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var/amount_left = 7.0
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proc
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update_icon()
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update_icon()
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src.icon_state = text("357-[]", src.amount_left)
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src.icon_state = text("357-[]", src.amount_left)
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src.desc = text("There are [] caps\s left!", src.amount_left)
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src.desc = text("There are [] caps\s left!", src.amount_left)
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return
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return
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/obj/item/toy/ammo/crossbow
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/obj/item/toy/ammo/crossbow
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name = "foam dart"
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name = "foam dart"
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@@ -163,6 +163,7 @@
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source2.blood_DNA = null
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source2.blood_DNA = null
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// var/icon/I = new /icon(source2.icon_old, source2.icon_state)
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// var/icon/I = new /icon(source2.icon_old, source2.icon_state)
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source2.icon = source2.icon_old
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source2.icon = source2.icon_old
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source2.update_icon()
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if (istype(src, /turf/simulated))
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if (istype(src, /turf/simulated))
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var/obj/item/source2 = src
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var/obj/item/source2 = src
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source2.blood_DNA = null
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source2.blood_DNA = null
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@@ -104,7 +104,7 @@ obj/machinery/airlock_sensor
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var/on = 1
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var/on = 1
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var/alert = 0
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var/alert = 0
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proc/update_icon()
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update_icon()
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if(on)
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if(on)
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if(alert)
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if(alert)
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icon_state = "airlock_sensor_alert"
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icon_state = "airlock_sensor_alert"
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@@ -170,7 +170,7 @@ obj/machinery/access_button
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var/on = 1
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var/on = 1
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proc/update_icon()
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update_icon()
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if(on)
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if(on)
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icon_state = "access_button_standby"
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icon_state = "access_button_standby"
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else
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else
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@@ -22,7 +22,7 @@ obj/machinery/air_sensor
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var/datum/radio_frequency/radio_connection
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var/datum/radio_frequency/radio_connection
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proc/update_icon()
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update_icon()
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icon_state = "gsensor[on]"
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icon_state = "gsensor[on]"
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process()
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process()
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@@ -30,9 +30,10 @@
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..()
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..()
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update_icon()
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return null
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proc
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proc
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update_icon()
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return null
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connect(obj/machinery/atmospherics/portables_connector/new_port)
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connect(obj/machinery/atmospherics/portables_connector/new_port)
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//Make sure not already connected to something else
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//Make sure not already connected to something else
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@@ -30,19 +30,19 @@ the blender or the processor: Processor items are solid objects and Blender resu
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on_reagent_change() //When the reagents change, change the icon as well.
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on_reagent_change() //When the reagents change, change the icon as well.
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update_icon()
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update_icon()
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proc
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update_icon() //Changes the icon depending on how full it is and whether it has the jug attached.
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update_icon() //Changes the icon depending on how full it is and whether it has the jug attached.
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if(src.container)
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if(src.container)
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switch(src.reagents.total_volume)
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switch(src.reagents.total_volume)
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if(0)
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if(0)
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src.icon_state = "blender_e" //Empty
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src.icon_state = "blender_e" //Empty
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if(1 to 75)
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if(1 to 75)
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src.icon_state = "blender_h" //Some but not full
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src.icon_state = "blender_h" //Some but not full
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if(76 to 100)
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if(76 to 100)
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src.icon_state = "blender_f" //Mostly full.
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src.icon_state = "blender_f" //Mostly full.
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else
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else
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src.icon_state = "blender_d" //No jug. Should be redundant but just in case.
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src.icon_state = "blender_d" //No jug. Should be redundant but just in case.
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return
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return
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/obj/machinery/blender/attackby(var/obj/item/O as obj, var/mob/user as mob) //Attack it with an object.
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/obj/machinery/blender/attackby(var/obj/item/O as obj, var/mob/user as mob) //Attack it with an object.
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if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Too full. Max 10 items or 80 units of reagent
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if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Too full. Max 10 items or 80 units of reagent
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@@ -160,7 +160,7 @@
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// if NOPOWER, display blank
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// if NOPOWER, display blank
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// if BROKEN, display blue screen of death icon AI uses
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// if BROKEN, display blue screen of death icon AI uses
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// if timing=true, run update display function
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// if timing=true, run update display function
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/obj/machinery/door_timer/proc/update_icon()
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/obj/machinery/door_timer/update_icon()
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if(stat & (NOPOWER))
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if(stat & (NOPOWER))
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icon_state = "frame"
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icon_state = "frame"
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return
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return
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@@ -156,7 +156,7 @@
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s.set_up(2, 1, src)
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s.set_up(2, 1, src)
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s.start()
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s.start()
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/obj/machinery/door/proc/update_icon()
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/obj/machinery/door/update_icon()
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if(density)
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if(density)
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icon_state = "door1"
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icon_state = "door1"
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else
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else
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@@ -32,7 +32,7 @@ obj/machinery/embedded_controller
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user.machine = src
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user.machine = src
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onclose(user, "computer")
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onclose(user, "computer")
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proc/update_icon()
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update_icon()
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proc/return_text()
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proc/return_text()
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proc/post_signal(datum/signal/signal, comm_line)
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proc/post_signal(datum/signal/signal, comm_line)
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@@ -569,7 +569,7 @@ However people seem to like it for some reason.
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..()
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..()
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return
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return
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/obj/machinery/emitter/proc/update_icon()
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/obj/machinery/emitter/update_icon()
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if (active && !(stat & (NOPOWER|BROKEN)))
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if (active && !(stat & (NOPOWER|BROKEN)))
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icon_state = "Emitter +a"
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icon_state = "Emitter +a"
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else
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else
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@@ -1076,7 +1076,7 @@ However people seem to like it for some reason.
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/containment_field/fields
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////FIELD GEN START
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////FIELD GEN START
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/obj/machinery/field_generator/proc/update_icon()
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/obj/machinery/field_generator/update_icon()
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if (!active)
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if (!active)
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icon_state = "Field_Gen"
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icon_state = "Field_Gen"
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return
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return
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@@ -22,7 +22,7 @@
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update_icon()
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update_icon()
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return
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return
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proc/update_icon()
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update_icon()
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if(open)
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if(open)
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icon_state = "sheater-open"
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icon_state = "sheater-open"
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else
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else
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@@ -100,39 +100,40 @@
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process()
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process()
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update_icon()
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src.overlays = new/list()
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src.underlays = new/list()
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if(!tank_one && !tank_two && !attached_device)
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icon_state = "valve_1"
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return
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icon_state = "valve"
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var/tank_one_icon = ""
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var/tank_two_icon = ""
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if(tank_one)
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tank_one_icon = tank_one.icon_state
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if(tank_two)
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tank_two_icon = tank_two.icon_state
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if(tank_one)
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var/icon/I = new(src.icon, icon_state = "[tank_one_icon]")
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//var/obj/overlay/tank_one_overlay = new
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//tank_one_overlay.icon = src.icon
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//tank_one_overlay.icon_state = tank_one_icon
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src.underlays += I
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if(tank_two)
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var/icon/J = new(src.icon, icon_state = "[tank_two_icon]")
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//I.Flip(EAST) this breaks the perspective!
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J.Shift(WEST, 13)
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//var/obj/underlay/tank_two_overlay = new
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//tank_two_overlay.icon = I
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src.underlays += J
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if(attached_device)
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var/icon/K = new(src.icon, icon_state = "device")
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//var/obj/overlay/device_overlay = new
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//device_overlay.icon = src.icon
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//device_overlay.icon_state = device_icon
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src.overlays += K
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proc
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proc
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update_icon()
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src.overlays = new/list()
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src.underlays = new/list()
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if(!tank_one && !tank_two && !attached_device)
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icon_state = "valve_1"
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return
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icon_state = "valve"
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var/tank_one_icon = ""
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var/tank_two_icon = ""
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if(tank_one)
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tank_one_icon = tank_one.icon_state
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if(tank_two)
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tank_two_icon = tank_two.icon_state
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if(tank_one)
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var/icon/I = new(src.icon, icon_state = "[tank_one_icon]")
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//var/obj/overlay/tank_one_overlay = new
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//tank_one_overlay.icon = src.icon
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//tank_one_overlay.icon_state = tank_one_icon
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src.underlays += I
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if(tank_two)
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var/icon/J = new(src.icon, icon_state = "[tank_two_icon]")
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//I.Flip(EAST) this breaks the perspective!
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J.Shift(WEST, 13)
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//var/obj/underlay/tank_two_overlay = new
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//tank_two_overlay.icon = I
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src.underlays += J
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if(attached_device)
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var/icon/K = new(src.icon, icon_state = "device")
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//var/obj/overlay/device_overlay = new
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//device_overlay.icon = src.icon
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//device_overlay.icon_state = device_icon
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src.overlays += K
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/*
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/*
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Exadv1: I know this isn't how it's going to work, but this was just to check
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Exadv1: I know this isn't how it's going to work, but this was just to check
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@@ -58,7 +58,7 @@
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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return
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return
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/obj/displaycase/proc/update_icon()
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/obj/displaycase/update_icon()
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if(src.destroyed)
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if(src.destroyed)
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src.icon_state = "glassboxb[src.occupied]"
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src.icon_state = "glassboxb[src.occupied]"
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else
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else
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@@ -5,9 +5,6 @@ ZIPPO
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*/
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*/
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/obj/item/weapon/cigpacket/proc/update_icon()
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return
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/obj/item/weapon/cigpacket/update_icon()
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/obj/item/weapon/cigpacket/update_icon()
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src.icon_state = text("cigpacket[]", src.cigcount)
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src.icon_state = text("cigpacket[]", src.cigcount)
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src.desc = text("There are [] cigs\s left!", src.cigcount)
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src.desc = text("There are [] cigs\s left!", src.cigcount)
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@@ -96,7 +96,7 @@ TELEPORT GUN
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// AMMO
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// AMMO
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/obj/item/weapon/ammo/proc/update_icon()
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/obj/item/weapon/ammo/update_icon()
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return
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return
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@@ -541,7 +541,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
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// ENERGY GUN
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// ENERGY GUN
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/obj/item/weapon/gun/energy/proc/update_icon()
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/obj/item/weapon/gun/energy/update_icon()
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if (istype(src, /obj/item/weapon/gun/energy/crossbow)) return
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if (istype(src, /obj/item/weapon/gun/energy/crossbow)) return
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var/ratio = src.charges / 10
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var/ratio = src.charges / 10
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ratio = round(ratio, 0.25) * 100
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ratio = round(ratio, 0.25) * 100
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@@ -69,7 +69,7 @@ STUN BATON
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// STUN BATON
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// STUN BATON
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/obj/item/weapon/baton/proc/update_icon()
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/obj/item/weapon/baton/update_icon()
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if(src.status)
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if(src.status)
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icon_state = "stunbaton_active"
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icon_state = "stunbaton_active"
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else
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else
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@@ -80,7 +80,7 @@
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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return
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return
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/obj/lamarr/proc/update_icon()
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/obj/lamarr/update_icon()
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if(src.destroyed)
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if(src.destroyed)
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src.icon_state = "labcageb[src.occupied]"
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src.icon_state = "labcageb[src.occupied]"
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else
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else
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@@ -15,6 +15,8 @@
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src.attack_hand(M)
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src.attack_hand(M)
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AutoUpdateAI(src)
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AutoUpdateAI(src)
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/obj/proc/update_icon()
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return
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/obj/item/proc/updateSelfDialog()
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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var/mob/M = src.loc
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Reference in New Issue
Block a user