diff --git a/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm b/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm
index 6630d0b728..1e52b9f942 100644
--- a/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm
+++ b/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm
@@ -47,8 +47,4 @@
T.hotspot_expose(1000, 50, 1)
T.create_fire(fire_power)
-<<<<<<< HEAD
adjust_instability(1)
-=======
- adjust_instability(1)
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm b/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm
index 422ba1a4d8..c395ee1d4d 100644
--- a/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm
+++ b/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm
@@ -36,8 +36,4 @@
var/cold_factor = abs(protection - 1)
H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap)
-<<<<<<< HEAD
adjust_instability(1)
-=======
- adjust_instability(1)
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm b/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm
index 95620e42f3..ef790d22e3 100644
--- a/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm
+++ b/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm
@@ -25,8 +25,4 @@
if(H)
H.adjustFireLoss(-heal_power / 5)
sleep(1 SECOND)
-<<<<<<< HEAD
on_expire()
-=======
- on_expire()
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm b/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm
index 23b615c954..be847f1a07 100644
--- a/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm
+++ b/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm
@@ -28,8 +28,4 @@
continue
O.heal_damage(heal_power / 5, 0, internal = 1, robo_repair = 1)
sleep(1 SECOND)
-<<<<<<< HEAD
on_expire()
-=======
- on_expire()
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm b/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm
index 9b41e7fd63..f0ce76f8b3 100644
--- a/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm
+++ b/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm
@@ -49,8 +49,4 @@
H.restore_blood() // Fix bloodloss
sleep(1 SECOND)
-<<<<<<< HEAD
on_expire()
-=======
- on_expire()
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm b/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm
index 8459572b92..f661956929 100644
--- a/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm
+++ b/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm
@@ -28,8 +28,4 @@
continue
O.heal_damage(0, heal_power / 5, internal = 1, robo_repair = 1)
sleep(1 SECOND)
-<<<<<<< HEAD
on_expire()
-=======
- on_expire()
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm b/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm
index b7494f46aa..5133d8a647 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm
@@ -5,10 +5,7 @@
strike up to four targets, including yourself if conditions allow it to occur."
cost = 150
obj_path = /obj/item/weapon/spell/projectile/chain_lightning
-<<<<<<< HEAD
-=======
ability_icon_state = "tech_chain_lightning"
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/chain_lightning
diff --git a/code/game/gamemodes/technomancer/spells/projectile/overload.dm b/code/game/gamemodes/technomancer/spells/projectile/overload.dm
index ad71918b10..fb22986bca 100644
--- a/code/game/gamemodes/technomancer/spells/projectile/overload.dm
+++ b/code/game/gamemodes/technomancer/spells/projectile/overload.dm
@@ -32,21 +32,8 @@
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
if(check_for_scepter())
-<<<<<<< HEAD
- P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool.
- else
- P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool.
- adjust_instability(instability_per_shot)
- return 1
-
-
-// muzzle_type = /obj/effect/projectile/lightning/muzzle
-// tracer_type = /obj/effect/projectile/lightning/tracer
-// impact_type = /obj/effect/projectile/lightning/impact
-=======
P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
adjust_instability(instability_per_shot)
return 1
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
diff --git a/code/modules/integrated_electronics/assemblies.dm b/code/modules/integrated_electronics/assemblies.dm
index 24a9b4e7bf..3b9e7aab06 100644
--- a/code/modules/integrated_electronics/assemblies.dm
+++ b/code/modules/integrated_electronics/assemblies.dm
@@ -1,11 +1,7 @@
/obj/item/device/electronic_assembly
name = "electronic assembly"
desc = "It's a case, for building electronics with."
-<<<<<<< HEAD
- w_class = ITEMSIZE_SMALL
-=======
w_class = 2
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "setup_small"
var/max_components = 10
@@ -15,33 +11,21 @@
/obj/item/device/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
-<<<<<<< HEAD
- w_class = ITEMSIZE_NORMAL
-=======
w_class = 3
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 20
max_complexity = 80
/obj/item/device/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
-<<<<<<< HEAD
- w_class = ITEMSIZE_LARGE
-=======
w_class = 4
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 30
max_complexity = 120
/obj/item/device/electronic_assembly/drone
name = "electronic drone"
icon_state = "setup_drone"
-<<<<<<< HEAD
- w_class = ITEMSIZE_NORMAL
-=======
w_class = 3
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
max_components = 25
max_complexity = 100
diff --git a/code/modules/vore/fluffstuff/custom_boxes_vr.dm b/code/modules/vore/fluffstuff/custom_boxes_vr.dm
index 03470c59e6..cd2d71fd8a 100644
--- a/code/modules/vore/fluffstuff/custom_boxes_vr.dm
+++ b/code/modules/vore/fluffstuff/custom_boxes_vr.dm
@@ -121,8 +121,10 @@
New()
..()
- new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
- new /obj/item/clothing/suit/space/fluff/aronai(src)
+ //new /obj/item/clothing/head/helmet/space/fluff/aronai(src)
+ //new /obj/item/clothing/suit/space/fluff/aronai(src)
+ new /obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai(src)
+ new /obj/item/clothing/suit/space/void/medical/emt/fluff/aronai(src)
new /obj/item/device/suit_cooling_unit(src)
new /obj/item/weapon/material/hatchet/tacknife/combatknife(src)
new /obj/item/weapon/card/id/centcom/fluff/aro(src)
diff --git a/code/modules/vore/fluffstuff/custom_clothes_vr.dm b/code/modules/vore/fluffstuff/custom_clothes_vr.dm
index 0d59490b2a..f7bd87766b 100644
--- a/code/modules/vore/fluffstuff/custom_clothes_vr.dm
+++ b/code/modules/vore/fluffstuff/custom_clothes_vr.dm
@@ -599,7 +599,7 @@
action_button_name = "Toggle pom-pom"
// arokha : Aronai Kadigan
-/obj/item/clothing/head/helmet/space/fluff/aronai
+/obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai
name = "Aronai's Helmet"
desc = "This spacesuit helmet appears to be custom-made for someone with pointed ears and a muzzle. \
It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
@@ -622,7 +622,7 @@
else
return 1
-/obj/item/clothing/suit/space/fluff/aronai
+/obj/item/clothing/suit/space/void/medical/emt/fluff/aronai
name = "Aronai's Spacesuit"
desc = "This spacesuit appears to be custom-made for someone with digitigrade legs and a tail. \
It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \
@@ -716,7 +716,7 @@
/obj/item/clothing/under/rank/khi
name = "Delete Me"
desc = "Why did you spawn this one? Dork."
- rolled_down = 0
+ sensor_mode = 3
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "khi_uniform_i"
@@ -729,6 +729,7 @@
desc = "Kitsuhana Industrial Navy uniform. An extra-comfortable command one, at that. I guess if you DON'T want anarchy for some reason."
icon_state = "khi_uniform_cmd_i"
item_state = "khi_uniform_cmd"
+ worn_state = "khi_uniform_cmd"
armor = list(melee = 5, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
sec //Security version
@@ -736,6 +737,7 @@
desc = "Kitsuhana Industrial Navy uniform. This one has angry red security stripes. Keepin' the peace in style."
icon_state = "khi_uniform_sec_i"
item_state = "khi_uniform_sec"
+ worn_state = "khi_uniform_sec"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
med //Medical version
@@ -743,6 +745,7 @@
desc = "Kitsuhana Industrial Navy uniform. The medical version. Why not just get a new body, anyway?"
icon_state = "khi_uniform_med_i"
item_state = "khi_uniform_med"
+ worn_state = "khi_uniform_med"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 5)
eng //Engineering version
@@ -750,6 +753,7 @@
desc = "Kitsuhana Industrial Navy uniform. One fit for an engineer, by the looks of it. Building the future, one disaster at a time."
icon_state = "khi_uniform_eng_i"
item_state = "khi_uniform_eng"
+ worn_state = "khi_uniform_eng"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
sci //Science version
@@ -757,6 +761,7 @@
desc = "Kitsuhana Industrial Navy uniform. For performing science in, based on the color! Only SCIENCE can save us now."
icon_state = "khi_uniform_sci_i"
item_state = "khi_uniform_sci"
+ worn_state = "khi_uniform_sci"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 5, bio = 0, rad = 5)
fluff/aro //Aro fluff version
@@ -764,4 +769,5 @@
desc = "Kitsuhana Industrial Navy uniform. This one has the colors of a resleeving or mnemonics engineer. It has 'Aronai' written inside the top."
icon_state = "khi_uniform_aro_i"
item_state = "khi_uniform_aro"
+ worn_state = "khi_uniform_aro"
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0)
diff --git a/icons/vore/custom_clothes_vr.dmi b/icons/vore/custom_clothes_vr.dmi
index c34c8a3a30..15e8f45e6c 100644
Binary files a/icons/vore/custom_clothes_vr.dmi and b/icons/vore/custom_clothes_vr.dmi differ
diff --git a/maps/RandomZLevels/stationCollision.dm b/maps/RandomZLevels/stationCollision.dm
index dc9f7e6e1f..b5325c76d8 100644
--- a/maps/RandomZLevels/stationCollision.dm
+++ b/maps/RandomZLevels/stationCollision.dm
@@ -1,4 +1,3 @@
-<<<<<<< HEAD
/* Station-Collision(sc) away mission map specific stuff
*
* Notes:
@@ -203,210 +202,4 @@ var/sc_safecode5 = "[rand(0,9)]"
return
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
-=======
-/* Station-Collision(sc) away mission map specific stuff
- *
- * Notes:
- * Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
- *
- * Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
- * for anyone who wants to make their own stuff.
- *
- * Contains:
- * Areas
- * Landmarks
- * Guns
- * Safe code hints
- * Captain's safe
- * Modified Nar-Sie
- */
-
-/*
- * Areas
-*/
-//Gateroom gets its own APC specifically for the gate
-/area/awaymission/gateroom
-
-//Library, medbay, storage room
-/area/awaymission/southblock
-
-//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
-/area/awaymission/arrivalblock
-
-//Crew quarters, cafeteria, chapel
-/area/awaymission/midblock
-
-//engineering, bridge (not really north but it doesnt really need its own APC)
-/area/awaymission/northblock
-
-//That massive research room
-/area/awaymission/research
-
-//Syndicate shuttle
-/area/awaymission/syndishuttle
-
-
-/*
- * Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
- */
-/obj/effect/landmark/sc_bible_spawner
- name = "Safecode hint spawner"
-
-/obj/effect/landmark/sc_bible_spawner/New()
- var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
- B.name = "The Holy book of the Geometer"
- B.deity_name = "Narsie"
- B.icon_state = "melted"
- B.item_state = "melted"
- new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
- new /obj/item/weapon/pen(B)
- del(src)
-
-/*
- * Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
- */
-//Captain's retro laser - Fires practice laser shots instead.
-obj/item/weapon/gun/energy/laser/retro/sc_retro
- name ="retro laser"
- icon_state = "retro"
- desc = "An older model of the basic lasergun, no longer used by NanoTrasen's security or military forces."
- projectile_type = "/obj/item/projectile/practice"
- clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
-
-//Syndicate silenced pistol. This definition is not necessary, it's just habit.
-/obj/item/weapon/gun/projectile/silenced/sc_silenced
-
-//Make it so that these guns only spawn with a couple bullets... if any
-/obj/item/weapon/gun/projectile/silenced/sc_silenced/New()
- for(var/ammo in loaded)
- if(prob(95)) //95% chance
- loaded -= ammo
-
-//Syndicate sub-machine guns.
-/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
-
-/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
- for(var/ammo in loaded)
- if(prob(95)) //95% chance
- loaded -= ammo
-
-//Barman's shotgun
-/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump
-
-/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump/New()
- for(var/ammo in loaded)
- if(prob(95)) //95% chance
- loaded -= ammo
-
-//Lasers
-/obj/item/weapon/gun/energy/laser/practice/sc_laser
- name = "Old laser"
- desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
- clumsy_check = 0
-
-/*
- * Safe code hints
- */
-
-//These vars hold the code itself, they'll be generated at round-start
-var/sc_safecode1 = "[rand(0,9)]"
-var/sc_safecode2 = "[rand(0,9)]"
-var/sc_safecode3 = "[rand(0,9)]"
-var/sc_safecode4 = "[rand(0,9)]"
-var/sc_safecode5 = "[rand(0,9)]"
-
-//Pieces of paper actually containing the hints
-/obj/item/weapon/paper/sc_safehint_paper_prison
- name = "smudged paper"
-
-/obj/item/weapon/paper/sc_safehint_paper_prison/New()
- info = "The ink is smudged, you can only make out a couple numbers: '[sc_safecode1]**[sc_safecode4]*'"
-
-/obj/item/weapon/paper/sc_safehint_paper_hydro
- name = "shredded paper"
-/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
- info = "Although the paper is shredded, you can clearly see the number: '[sc_safecode2]'"
-
-/obj/item/weapon/paper/sc_safehint_paper_caf
- name = "blood-soaked paper"
- //This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
- info = "This paper is soaked in blood, it is impossible to read any text."
-
-/obj/item/weapon/paper/sc_safehint_paper_bible
- name = "hidden paper"
-/obj/item/weapon/paper/sc_safehint_paper_bible/New()
- info = {"It would appear that the pen hidden with the paper had leaked ink over the paper.
- However you can make out the last three digits:'[sc_safecode3][sc_safecode4][sc_safecode5]'
- "}
-
-/obj/item/weapon/paper/sc_safehint_paper_shuttle
- info = {"Target: Research-station Epsilon
- Objective: Prototype weaponry. The captain likely keeps them locked in her safe.
-
- Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
- Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
- secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.
-
- As always, eliminate anyone who gets in the way.
-
- Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
- It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
- "}
-/*
- * Captain's safe
- */
-/obj/item/weapon/storage/secure/safe/sc_ssafe
- name = "Captain's secure safe"
-
-/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
- ..()
- l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
- l_set = 1
- new /obj/item/weapon/gun/energy/mindflayer(src)
- new /obj/item/device/soulstone(src)
- new /obj/item/clothing/head/helmet/space/cult(src)
- new /obj/item/clothing/suit/space/cult(src)
- //new /obj/item/weapon/teleportation_scroll(src)
- new /obj/item/weapon/ore/diamond(src)
-
-/*
- * Modified Nar-Sie
- */
-/obj/machinery/singularity/narsie/sc_Narsie
- desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
- move_self = 0 //Contianed narsie does not move!
- grav_pull = 0 //Contained narsie does not pull stuff in!
-
-//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
-/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
- return
-
-/obj/machinery/singularity/narsie/sc_Narsie/process()
- eat()
- if(prob(25))
- mezzer()
-
-/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
- if(is_type_in_list(A, uneatable))
- return 0
- if (istype(A,/mob/living))
- var/mob/living/L = A
- L.gib()
- else if(istype(A,/obj/))
- var/obj/O = A
- O.ex_act(1.0)
- if(O) del(O)
- else if(isturf(A))
- var/turf/T = A
- if(T.intact)
- for(var/obj/O in T.contents)
- if(O.level != 1)
- continue
- if(O.invisibility == 101)
- src.consume(O)
- T.ChangeTurf(/turf/space)
- return
-
-/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
->>>>>>> 67330d1df626506b796a218c7c261e868060db9c
return
\ No newline at end of file