mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
@@ -226,13 +226,6 @@
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brainmob.emp_damage += rand(0,10)
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..()
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/obj/item/mmi/relaymove(var/mob/user, var/direction)
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if(user.stat || user.stunned)
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return
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var/obj/item/rig/rig = src.get_rig()
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if(rig)
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rig.forced_move(direction, user)
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/obj/item/mmi/Destroy()
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if(isrobot(loc))
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var/mob/living/silicon/robot/borg = loc
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@@ -109,9 +109,6 @@
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// log_world("k")
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sql_report_death(src)
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if(wearing_rig)
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wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
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/mob/living/carbon/human/update_revive()
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. = ..()
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if(. && healthdoll)
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@@ -5,7 +5,6 @@
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icon = 'icons/mob/human.dmi'
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icon_state = "body_m_s"
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deathgasp_on_death = TRUE
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var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/mob/living/carbon/human/New(loc)
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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@@ -182,13 +181,6 @@
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stat("Tank Pressure", internal.air_contents.return_pressure())
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stat("Distribution Pressure", internal.distribute_pressure)
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/suit = back
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var/cell_status = "ERROR"
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if(suit.cell)
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cell_status = "[suit.cell.charge]/[suit.cell.maxcharge]"
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stat(null, "Suit charge: [cell_status]")
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// I REALLY need to split up status panel things into datums
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var/mob/living/simple_animal/borer/B = has_brain_worms()
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if(B && B.controlling)
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@@ -963,16 +955,6 @@
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var/obj/item/clothing/mask/MT = src.wear_mask
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tinted += MT.tint
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//god help me
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/O = back
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & HEAD))
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if((O.offline && O.offline_vision_restriction == 1) || (!O.offline && O.vision_restriction == 1))
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tinted = 2
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if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
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tinted = 3
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//im so sorry
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return tinted
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@@ -129,13 +129,6 @@
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O.heal_damage(0, -amount, internal = 0, robo_repair = O.is_robotic(), updating_health = updating_health)
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return STATUS_UPDATE_HEALTH
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/mob/living/carbon/human/Paralyse(amount)
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// Notify our AI if they can now control the suit.
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if(wearing_rig && !stat && paralysis < amount) //We are passing out right this second.
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wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
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return ..()
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/mob/living/carbon/human/adjustCloneLoss(amount)
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if(dna.species && amount > 0)
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amount = amount * dna.species.clone_mod
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@@ -342,7 +335,5 @@ This function restores all organs.
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..(damage, damagetype, def_zone, blocked)
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return 1
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//Handle BRUTE and BURN damage
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handle_suit_punctures(damagetype, damage)
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//Handle species apply_damage procs
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, sharp, used_weapon)
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@@ -531,17 +531,6 @@ emp_act
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w_uniform.add_mob_blood(source)
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update_inv_w_uniform()
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/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
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if(!wear_suit) return
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if(!istype(wear_suit,/obj/item/clothing/suit/space)) return
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if(damtype != BURN && damtype != BRUTE) return
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var/obj/item/clothing/suit/space/SS = wear_suit
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var/penetrated_dam = max(0,(damage - max(0,(SS.breach_threshold - SS.damage))))
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if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
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/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
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if(user.a_intent == INTENT_HARM)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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@@ -16,12 +16,6 @@
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else if(istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
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var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
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thrust = C.jetpack
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else if(istype(back,/obj/item/rig))
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var/obj/item/rig/rig = back
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for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
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thrust = module.jets
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break
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if(thrust)
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if((movement_dir || thrust.stabilizers) && thrust.allow_thrust(0.01, src))
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return 1
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@@ -302,14 +302,6 @@
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if(!(head && head.flags & AIRTIGHT)) //if NOT (head AND head.flags CONTAIN AIRTIGHT)
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null_internals = 1 //not wearing a mask or suitable helmet
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if(istype(back, /obj/item/rig)) //wearing a rigsuit
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var/obj/item/rig/rig = back //needs to be typecasted because this doesn't use get_rig() for some reason
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if(rig.offline && (rig.air_supply && internal == rig.air_supply)) //if rig IS offline AND (rig HAS air_supply AND internal IS air_supply)
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null_internals = 1 //offline suits do not breath
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else if(rig.air_supply && internal == rig.air_supply) //if rig HAS air_supply AND internal IS rig air_supply
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skip_contents_check = 1 //skip contents.Find() check, the oxygen is valid even being outside of the mob
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if(!contents.Find(internal) && (!skip_contents_check)) //if internal NOT IN contents AND skip_contents_check IS false
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null_internals = 1 //not a rigsuit and your oxygen is gone
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@@ -62,11 +62,6 @@
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return ..()
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/mob/living/carbon/human/proc/HasVoiceChanger()
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/rig = back
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if(rig.speech && rig.speech.voice_holder && rig.speech.voice_holder.active && rig.speech.voice_holder.voice)
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return rig.speech.voice_holder.voice
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for(var/obj/item/gear in list(wear_mask, wear_suit, head))
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if(!gear)
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continue
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@@ -817,20 +817,6 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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if(!isnull(hat.lighting_alpha))
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H.lighting_alpha = min(hat.lighting_alpha, H.lighting_alpha)
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if(istype(H.back, /obj/item/rig)) ///aghhh so snowflakey
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var/obj/item/rig/rig = H.back
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if(rig.visor)
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if(!rig.helmet || (H.head && rig.helmet == H.head))
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if(rig.visor && rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
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var/obj/item/clothing/glasses/G = rig.visor.vision.glasses
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if(istype(G))
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H.sight |= G.vision_flags
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H.see_in_dark = max(G.see_in_dark, H.see_in_dark)
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H.see_invisible = min(G.invis_view, H.see_invisible)
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if(!isnull(G.lighting_alpha))
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H.lighting_alpha = min(G.lighting_alpha, H.lighting_alpha)
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if(H.vision_type)
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H.sight |= H.vision_type.sight_flags
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H.see_in_dark = max(H.see_in_dark, H.vision_type.see_in_dark)
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@@ -964,10 +964,6 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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var/mutable_appearance/standing
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if(back.icon_override)
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standing = mutable_appearance(back.icon_override, "[back.icon_state]", layer = -BACK_LAYER)
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else if(istype(back, /obj/item/rig))
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//If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc.
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var/obj/item/rig/rig = back
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standing = rig.mob_icon
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else if(back.sprite_sheets && back.sprite_sheets[dna.species.name])
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standing = mutable_appearance(back.sprite_sheets[dna.species.name], "[back.icon_state]", layer = -BACK_LAYER)
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else
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@@ -175,13 +175,6 @@
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AM.setDir(current_dir)
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now_pushing = FALSE
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/mob/living/Stat()
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. = ..()
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if(. && get_rig_stats)
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var/obj/item/rig/rig = get_rig()
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if(rig)
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SetupStat(rig)
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/mob/living/proc/can_track(mob/living/user)
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//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
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var/turf/T = get_turf(src)
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@@ -1166,16 +1166,6 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
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/mob/living/silicon/ai/can_buckle()
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return FALSE
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// Pass lying down or getting up to our pet human, if we're in a rig.
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/mob/living/silicon/ai/lay_down()
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set name = "Rest"
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set category = "IC"
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resting = 0
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var/obj/item/rig/rig = get_rig()
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if(rig)
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rig.force_rest(src)
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/mob/living/silicon/ai/switch_to_camera(obj/machinery/camera/C)
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if(!C.can_use() || !is_in_chassis())
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return FALSE
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@@ -435,9 +435,6 @@
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// Pass lying down or getting up to our pet human, if we're in a rig.
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if(stat == CONSCIOUS && istype(loc,/obj/item/paicard))
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resting = 0
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var/obj/item/rig/rig = get_rig()
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if(istype(rig))
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rig.force_rest(src)
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else
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resting = !resting
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to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>")
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Reference in New Issue
Block a user