mirror of
https://github.com/quotefox/Hyper-Station-13.git
synced 2026-08-23 04:36:16 +01:00
putting this aside, map fixes
This commit is contained in:
@@ -18482,6 +18482,7 @@
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/obj/machinery/atmospherics/pipe/simple/supply/hidden/layer3{
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name = "air supply pipe"
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},
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/obj/structure/fans/tiny,
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/turf/open/floor/wood{
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icon_state = "wood_tile";
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name = "tile"
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@@ -20028,6 +20029,7 @@
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/obj/machinery/status_display{
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pixel_x = -32
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -32035,6 +32037,7 @@
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/obj/machinery/airalarm{
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pixel_y = 22
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -50321,6 +50324,7 @@
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/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{
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name = "scrubbers pipe"
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},
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/obj/structure/fans/tiny,
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/turf/open/floor/wood{
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icon_state = "wood_tile";
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name = "tile"
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@@ -52219,6 +52223,7 @@
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/obj/machinery/airalarm{
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pixel_y = 22
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -71636,6 +71641,7 @@
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/obj/machinery/airalarm{
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pixel_y = 22
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -73542,20 +73548,6 @@
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},
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/turf/open/indestructible/layenia/crystal,
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/area/layenia/cave)
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"lzh" = (
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/obj/structure/disposalpipe/segment{
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dir = 9
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},
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/obj/machinery/atmospherics/pipe/simple/supply/hidden/layer3{
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dir = 9;
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name = "air supply pipe"
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},
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/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{
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dir = 9;
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name = "scrubbers pipe"
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},
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/turf/open/floor/plating,
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/area/maintenance/starboard/central/upper)
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"lzj" = (
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/obj/structure/window/reinforced/tinted{
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dir = 8
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@@ -83584,6 +83576,7 @@
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/obj/machinery/status_display{
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pixel_x = -32
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -134989,6 +134982,7 @@
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/obj/machinery/airalarm{
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pixel_y = 22
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},
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/obj/structure/dresser,
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/turf/open/floor/wood{
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icon_state = "wood_parquet";
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name = "parquet"
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@@ -261678,7 +261672,7 @@ xrc
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xrc
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xrc
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xrc
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lzh
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aGg
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qMG
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qzm
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qMG
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@@ -1,6 +1,5 @@
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//I'll be honest I have no clue where to put lambent aspects, so this will just be here for now. I'm not the best at modularization, nor coding.
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//This will be mostly commented out until I can sort out how this works. I preferably want to use an innate action, not a spell or anything attached to items.
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//But it's proving to be difficult.
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//This will be finished lader.
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//Innate powers, without attuning to a specific aspect
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/datum/action/innate/lambent
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@@ -31,7 +30,7 @@
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/var/mob/living/carbon/human/target_human = target
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*/
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/*
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/datum/action/innate/lambent/dash
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name = "Surge Dash"
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desc = "Imbue yourself with weave energy to dash forwards."
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@@ -47,15 +46,77 @@
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var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
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var/beam_effect = "blur"
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/* Potentially not needed
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/obj/item/dash_energy
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name = "Weave Energy"
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desc = "A buzzing centerpiece of Weave falloff, unstable and ready to manifest itself."
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*/
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/*
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/obj/effect/proc_holder/lambent/dash
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name = "Lambent Dash"
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*/
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var/obj/item/lambent/dash
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/obj/item/lambent/dash
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name = "condensed Weave energy"
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desc = "Bundling energy straight from the Weave. It hurts your head just to comprehend."
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block_chance = 50
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w_class = WEIGHT_CLASS_HUGE
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force = 0
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throwforce = 0
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attack_verb = list("resonated", "harmonized")
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var/datum/action/innate/lambent/dash/ability
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icon_state = "energy_katana" //PH
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interaction_flags_item = 0 //Prevent it from being clicked on, just in case.
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//item_flags = DROPDEL //Deletes itself when dropped, but I may need to call some code and qdel instead.
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/obj/item/lambent/dash/Initialize()
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. = ..()
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ability = new(src)
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/obj/item/lambent/dash/attack_self(mob/user)
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visible_message("<span class='notice'>[user] dissipates a flickering energy in their palm.</span>")
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src.dropped()
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/obj/item/lambent/dash/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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ability.Teleport(user, target)
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/obj/item/lambent/dash/pickup(mob/living/user)
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. = ..()
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ability.Grant(user)
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user.update_icons()
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/obj/item/lambent/dash/dropped(mob/user)
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. = ..()
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ability.Remove(user)
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user.update_icons()
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QDEL_IN(src, 1)
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//datum/action/innate/lambent/dash/ability //This is what poor planning with code gets you. Use a proc_holder next time -Dahl
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/datum/action/innate/lambent/dash/Trigger()
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//This is effectively an on/off state of the ability.
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holder.visible_message("PH Trigger Initial")
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if(holder.get_active_held_item() == null)
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if(var/active == 0) //Start off
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holder.visible_message("PH Trigger to Activate")
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Activate()
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active = 1 //set to 1 so we can toggle off
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return
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if(var/active == 1)
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holder.visible_message("PH Trigger to Deactivate")
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Deactivate()
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active = 0 //set to 0 so we can toggle on
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return
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holder.visible_message("PH active held item return")
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return
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/datum/action/innate/lambent/dash/Activate()
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holder.visible_message("PH Activation")
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holder.equip_to_slot_if_possible(new/obj/item/lambent/dash(null), SLOT_HANDS)
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/datum/action/innate/lambent/dash/Deactivate()
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holder.visible_message("PH Deactivation")
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if(holder.get_item_by_slot(SLOT_HANDS) == /obj/item/lambent/dash)
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holder.dropItemToGround(/obj/item/lambent/dash)
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/* Leaving this here as a toggled ability to reference later.
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/datum/action/innate/lambent/dash/Trigger()
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holder.visible_message("PH Trigger Initial")
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switch(active)
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@@ -73,6 +134,7 @@
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/datum/action/innate/lambent/dash/Deactivate()
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holder.visible_message("PH Deactivation")
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*/
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/*
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/datum/action/innate/lambent/dash/IsAvailable()
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@@ -83,8 +145,9 @@
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*/
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//something something dash.Teleport(user,)
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/*
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/datum/action/innate/lambent/dash/proc/Teleport(mob/user, atom/target) //Mordecai and Rigby get this code working or you are FIRED!
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/datum/action/innate/lambent/dash/proc/Teleport(mob/user, atom/target)
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if(!IsAvailable())
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return
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var/turf/T = get_turf(target)
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@@ -102,6 +165,6 @@
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current_charges = CLAMP(current_charges + 1, 0, max_charges)
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holder.update_action_buttons_icon()
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if(recharge_sound)
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playsound(src, recharge_sound, 50, 1)
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playsound(holder, recharge_sound, 50, 1)
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to_chat(holder, "<span class='notice'>[src] now has [current_charges]/[max_charges] charges.</span>")
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*/
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@@ -57,7 +57,8 @@ Lambent
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implants = list(/obj/item/implant/mindshield)
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//innate abilities will go here
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/*
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/datum/job/lambent/after_spawn(mob/living/H, mob/M)
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var/datum/action/innate/lambent/dash/dash = new
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dash.Grant(H)
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*/
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