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Makes cling tentacle more reliable / less shit (#19855)
* Cling tentacle love, part 1/2 * legcuff sprite * S34N's changes * Apply suggestions from code review Co-authored-by: Farie82 <farie82@users.noreply.github.com> * attack logs. * BOY I LOVE ICON CONFLICTS 1/3 * BOY I LOVE ICON CONFLICTS (3/3) * EYE FOR AN ICON * description update * Final changes, whoops * [H] * swap the order Co-authored-by: Farie82 <farie82@users.noreply.github.com>
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@@ -8,8 +8,10 @@
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var/life_tick = 0 // The amount of life ticks that have processed on this mob.
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var/obj/item/restraints/handcuffs/handcuffed = null //Whether or not the mob is handcuffed, restraints/handcuffs/ required for var/cuffed_state
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var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
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/// Whether or not the mob is handcuffed, restraints/handcuffs/ required for var/cuffed_state
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var/obj/item/restraints/handcuffs/handcuffed = null
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/// Same as handcuffs but for legs. Bear traps use this.
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var/obj/item/restraints/legcuffs/legcuffed = null
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var/obj/item/head = null
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var/obj/item/clothing/suit/wear_suit = null //TODO: necessary? Are they even used? ~Carn
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@@ -1047,7 +1047,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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remove_overlay(LEGCUFF_LAYER)
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clear_alert("legcuffed")
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if(legcuffed)
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overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "legcuff", layer = -LEGCUFF_LAYER)
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overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', legcuffed.cuffed_state, layer = -LEGCUFF_LAYER)
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throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
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if(m_intent != MOVE_INTENT_WALK)
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m_intent = MOVE_INTENT_WALK
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