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Fixed SpiderOS chemical injections to work a lot better. Thanks to Muskets and Darem.
Added a new reagent proc (trans_id_to) to transfer a specific reagent from a list to the target. Finished SpiderOS. If anyone plans to revise PDA code, or maybe do something similar, I highly recommend looking at the SpiderOS verb first. Ninjas may now drain energy from exposed wires, ala a powersink. It takes longer than APCs to begin charging and drains slower. Misc bug fixes and improvements. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1460 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -363,17 +363,15 @@
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slowdown = 1
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radiation_protection = 0.75
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var/affecting = null
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var/active = 0
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var/active = 0//Stealth off.
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var/charge = 9000.0//Starts at 90% of normal capacity.
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var/maxcharge = 30000.0//I want the suit upgradable if the ninja is able to find the parts but for now this'll do.
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var/initialize = 0
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var/spideros = 1//Mode of SpiderOS. 1=main menu||2=medical screen||3=atmos check||4=notes/misc
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var/initialize = 0//Suit starts off.
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var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check clothing.dm for how it all works.
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var/sbombs = 10.0//Number of starting ninja smoke bombs.
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var/aboost = 3.0//Number of adrenaline boosts.
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var/chem1 = 3.0//Dylovene/Anti Tox
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var/chem2 = 3.0//Dexalin Plus
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var/chem3 = 3.0//Tricordazine
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var/chem4 = 3.0//Spacelin
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var/aboost = 3.0//Number of adrenaline boosters.
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var/amount_per_transfer_from_this = 20//How much reagent is transferred.
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var/datum/effects/system/spark_spread/spark_system
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/obj/item/clothing/suit/space/pirate
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name = "pirate coat"
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@@ -1265,7 +1265,6 @@ Total SMES charging rate should not exceed total power generation rate, or an ov
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throw_range = 1
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w_class = 4.0//So you can't hide it in your pocket or some such.
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flags = FPRINT | TABLEPASS | NOSHIELD
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var/affecting = null
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var/datum/effects/system/spark_spread/spark_system
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/obj/item/weapon/table_parts
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