mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into xenoarch
Conflicts: baystation12.dme code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm icons/obj/device.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
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@@ -914,7 +914,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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user.show_message("\blue Localized Damage, Brute/Burn:",1)
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if(length(damaged)>0)
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for(var/datum/organ/external/org in damaged)
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user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
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user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.display_name),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
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else
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user.show_message("\blue \t Limbs are OK.",1)
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@@ -112,7 +112,7 @@ MASS SPECTROMETER
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if(length(damaged)>0)
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for(var/datum/organ/external/org in damaged)
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user.show_message(text("\blue \t []: [][]\blue - []", \
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capitalize(org.getDisplayName()), \
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capitalize(org.display_name), \
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(org.brute_dam > 0) ? "\red [org.brute_dam]" :0, \
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(org.status & ORGAN_BLEEDING)?"\red <b>\[Bleeding\]</b>":"\t", \
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(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
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@@ -146,7 +146,7 @@ MASS SPECTROMETER
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var/mob/living/carbon/human/H = M
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for(var/name in H.organs_by_name)
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var/datum/organ/external/e = H.organs_by_name[name]
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var/limb = e.getDisplayName()
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var/limb = e.display_name
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if(e.status & ORGAN_BROKEN)
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if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!(e.status & ORGAN_SPLINTED)))
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user << "\red Unsecured fracture in subject [limb]. Splinting recommended for transport."
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@@ -328,4 +328,4 @@ MASS SPECTROMETER
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name = "advanced mass-spectrometer"
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icon_state = "adv_spectrometer"
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details = 1
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origin_tech = "magnets=4;biotech=2"
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origin_tech = "magnets=4;biotech=2"
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@@ -48,7 +48,7 @@
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You bandage [W.desc] on [M]'s [affecting.display_name]." )
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H.add_side_effect("Itch")
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." )
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@@ -73,6 +73,8 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
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var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
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new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \
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new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1), \
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new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/rust_fuel_assembly_port_frame, 12, time = 50, one_per_turf = 1), \
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new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/rust_fuel_compressor_frame, 12, time = 50, one_per_turf = 1), \
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)
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/obj/item/stack/sheet/plasteel
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@@ -180,33 +180,39 @@ Implant Specifics:<BR>"}
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switch (severity)
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if (2.0) //Weak EMP will make implant tear limbs off.
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if (prob(50))
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if (ishuman(imp_in) && part)
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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spawn(25)
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if (ishuman(imp_in) && part)
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//No tearing off these parts since it's pretty much killing
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//and you can't replace groins
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if (istype(part,/datum/organ/external/chest) || \
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istype(part,/datum/organ/external/groin) || \
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istype(part,/datum/organ/external/head))
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part.createwound(BRUISE, 60) //mangle them instead
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else
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part.droplimb(1)
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explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
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del(src)
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small_boom()
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if (1.0) //strong EMP will melt implant either making it go off, or disarming it
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if (prob(50))
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activate() //50% chance of bye bye
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else
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meltdown() //50% chance of implant disarming
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if (prob(70))
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if (prob(50))
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small_boom()
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else
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if (prob(50))
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activate() //50% chance of bye bye
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else
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meltdown() //50% chance of implant disarming
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spawn (20)
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malfunction--
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islegal()
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return 0
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proc/small_boom()
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if (ishuman(imp_in) && part)
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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spawn(25)
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if (ishuman(imp_in) && part)
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//No tearing off these parts since it's pretty much killing
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//and you can't replace groins
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if (istype(part,/datum/organ/external/chest) || \
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istype(part,/datum/organ/external/groin) || \
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istype(part,/datum/organ/external/head))
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part.createwound(BRUISE, 60) //mangle them instead
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else
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part.droplimb(1)
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explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
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del(src)
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/obj/item/weapon/implant/chem
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name = "chem"
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desc = "Injects things."
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@@ -440,7 +446,10 @@ the implant may become unstable and either pre-maturely inject the subject or si
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activate()
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var/turf/t = get_turf(src)
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src.scanned.loc = t
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if (imp_in)
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imp_in.put_in_hands(scanned)
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else
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scanned.loc = t
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del src
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implanted(mob/source as mob)
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@@ -1,7 +1,7 @@
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/obj/item/weapon/storage/wallet
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name = "wallet"
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desc = "It can hold a few small and personal things."
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storage_slots = 4
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storage_slots = 10
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icon_state = "wallet"
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w_class = 2
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can_hold = list(
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