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Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor
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@@ -0,0 +1,20 @@
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/obj/item/stack/telecrystal
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name = "telecrystal"
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desc = "It seems to be pulsing with suspiciously enticing energies."
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description_antag = "Telecrystals can be activated by utilizing them on devices with an actively running uplink. They will not activate on unactivated uplinks."
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singular_name = "telecrystal"
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icon = 'icons/obj/telescience.dmi'
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icon_state = "telecrystal"
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w_class = 1
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max_amount = 50
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flags = NOBLUDGEON
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origin_tech = "materials=6;syndicate=1"
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/obj/item/stack/telecrystal/afterattack(var/obj/item/I as obj, mob/user as mob, proximity)
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if(!proximity)
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return
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if(istype(I, /obj/item))
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if(I.hidden_uplink && I.hidden_uplink.active) //No metagaming by using this on every PDA around just to see if it gets used up.
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I.hidden_uplink.uses +=1
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use(1)
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user << "<span class='notice'>You slot the [src] into the [I] and charge its internal uplink.</span>"
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@@ -1,48 +0,0 @@
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#define LIGHTFLOOR_ON 1
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#define LIGHTFLOOR_WHITE 2
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#define LIGHTFLOOR_RED 3
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#define LIGHTFLOOR_GREEN 4
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#define LIGHTFLOOR_YELLOW 5
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#define LIGHTFLOOR_BLUE 6
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#define LIGHTFLOOR_PURPLE 7
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/obj/item/stack/tile/light
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name = "light tiles"
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gender = PLURAL
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singular_name = "light floor tile"
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desc = "A floor tile, made out off glass. Use a multitool on it to change its color."
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icon_state = "tile_light blue"
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force = 3
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throwforce = 5
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
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var/on = 1
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var/state = LIGHTFLOOR_ON
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/obj/item/stack/tile/light/proc/color_desc()
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switch(state)
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if(LIGHTFLOOR_ON) return "light blue"
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if(LIGHTFLOOR_WHITE) return "white"
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if(LIGHTFLOOR_RED) return "red"
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if(LIGHTFLOOR_GREEN) return "green"
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if(LIGHTFLOOR_YELLOW) return "yellow"
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if(LIGHTFLOOR_BLUE) return "dark blue"
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if(LIGHTFLOOR_PURPLE) return "purple"
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else return "broken"
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/obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
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..()
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if(istype(O,/obj/item/weapon/crowbar))
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new/obj/item/stack/sheet/metal(user.loc)
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amount--
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new/obj/item/stack/light_w(user.loc)
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if(amount <= 0)
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user.unEquip(src, 1)
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del(src)
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else if(istype(O,/obj/item/device/multitool))
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state++
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if(state>LIGHTFLOOR_PURPLE) state=LIGHTFLOOR_ON
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icon_state="tile_"+color_desc()
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user << "[src] is now "+color_desc()
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return ..()
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@@ -1,25 +0,0 @@
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/obj/item/stack/tile/plasteel
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name = "floor tiles"
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gender = PLURAL
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singular_name = "floor tile"
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desc = "Those could work as a pretty decent throwing weapon"
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icon_state = "tile"
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force = 6
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materials = list(MAT_METAL=500)
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throwforce = 10
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throw_speed = 3
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throw_range = 7
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/obj/item/stack/tile/plasteel/New(var/loc, var/amount=null)
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..()
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src.pixel_x = rand(1, 14)
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src.pixel_y = rand(1, 14)
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return
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/obj/item/stack/tile/plasteel/proc/build(turf/S as turf)
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if (istype(S,/turf/space))
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S.ChangeTurf(/turf/simulated/floor/plating/airless)
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else
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S.ChangeTurf(/turf/simulated/floor/plating)
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return
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@@ -3,6 +3,11 @@
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* Grass
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* Wood
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* Carpet
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* Plasteel
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* Light
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* Fakespace
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* High-traction
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\\ If you don't update the contains list, I'm going to shank you
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*/
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/obj/item/stack/tile
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name = "broken tile"
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@@ -18,6 +23,8 @@
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throw_range = 20
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max_amount = 60
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flags = CONDUCT
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var/turf_type = null
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var/mineralType = null
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/*
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* Grass
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@@ -29,6 +36,7 @@
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desc = "A patch of grass like they often use on golf courses"
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icon_state = "tile_grass"
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origin_tech = "biotech=1"
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turf_type = /turf/simulated/floor/grass
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/*
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* Wood
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@@ -39,6 +47,7 @@
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singular_name = "wood floor tile"
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desc = "an easy to fit wood floor tile"
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icon_state = "tile-wood"
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turf_type = /turf/simulated/floor/wood
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/*
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* Carpets
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@@ -48,3 +57,62 @@
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singular_name = "carpet"
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desc = "A piece of carpet. It is the same size as a floor tile"
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icon_state = "tile-carpet"
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turf_type = /turf/simulated/floor/carpet
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/*
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* Plasteel
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*/
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/obj/item/stack/tile/plasteel
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name = "floor tiles"
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gender = PLURAL
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singular_name = "floor tile"
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desc = "Those could work as a pretty decent throwing weapon."
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icon_state = "tile"
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force = 6
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materials = list(MAT_METAL=500)
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throwforce = 10
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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turf_type = /turf/simulated/floor/plasteel
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mineralType = "metal"
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/*
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* Light
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*/
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/obj/item/stack/tile/light
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name = "light tiles"
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gender = PLURAL
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singular_name = "light floor tile"
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desc = "A floor tile, made out off glass. Use a multitool on it to change its color."
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icon_state = "tile_light blue"
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force = 3
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throwforce = 5
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
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turf_type = /turf/simulated/floor/light
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/*
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* Fakespace
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*/
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/obj/item/stack/tile/fakespace
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name = "astral carpet"
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singular_name = "astral carpet"
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desc = "A piece of carpet with a convincing star pattern."
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icon_state = "tile_space"
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turf_type = /turf/simulated/floor/fakespace
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/obj/item/stack/tile/fakespace/loaded
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amount = 30
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//High-traction
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/obj/item/stack/tile/noslip
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name = "high-traction floor tile"
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singular_name = "high-traction floor tile"
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desc = "A high-traction floor tile. It feels rubbery in your hand."
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icon_state = "tile_noslip"
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turf_type = /turf/simulated/floor/noslip
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origin_tech = "materials=3"
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/obj/item/stack/tile/noslip/loaded
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amount = 20
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