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Makes the crowbars of non-construction borgs red (#24281)
* Gives non-engiborgs red crowbars * Update code/game/objects/items/tools/crowbar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/tools/crowbar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -326,7 +326,7 @@
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subsystems = list(/mob/living/silicon/proc/subsystem_crew_monitor)
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/healthanalyzer/advanced,
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/obj/item/robotanalyzer,
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/obj/item/reagent_scanner/adv,
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@@ -430,7 +430,7 @@
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subsystems = list(/mob/living/silicon/proc/subsystem_crew_monitor)
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/restraints/handcuffs/cable/zipties/cyborg,
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/obj/item/melee/baton/loaded,
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/obj/item/gun/energy/disabler/cyborg,
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@@ -455,7 +455,7 @@
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module_type = "Janitor"
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/soap/nanotrasen,
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/obj/item/storage/bag/trash/cyborg,
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/obj/item/mop/advanced/cyborg,
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@@ -514,7 +514,7 @@
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module_type = "Service"
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/handheld_chem_dispenser/booze,
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/obj/item/handheld_chem_dispenser/soda,
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/obj/item/pen/multi,
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@@ -578,7 +578,7 @@
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custom_removals = list("KA modkits")
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/storage/bag/ore/cyborg,
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/obj/item/pickaxe/drill/cyborg,
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/obj/item/shovel,
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@@ -625,7 +625,7 @@
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/obj/item/flash/cyborg,
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/obj/item/melee/energy/sword/cyborg,
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/obj/item/gun/energy/pulse/cyborg,
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/obj/item/crowbar/cyborg
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/obj/item/crowbar/cyborg/red,
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)
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special_rechargables = list(/obj/item/gun/energy/pulse/cyborg)
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@@ -639,7 +639,7 @@
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/obj/item/gun/energy/printer,
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/obj/item/gun/projectile/revolver/grenadelauncher/multi/cyborg,
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/obj/item/card/emag,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/pinpointer/operative
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)
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@@ -665,7 +665,7 @@
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/obj/item/bonegel,
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/obj/item/FixOVein,
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/obj/item/card/emag,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/pinpointer/operative,
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/obj/item/stack/medical/bruise_pack/advanced/cyborg/syndicate,
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/obj/item/stack/medical/ointment/advanced/cyborg/syndicate,
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@@ -714,7 +714,7 @@
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module_actions = list(/datum/action/innate/robot_sight/thermal, /datum/action/innate/robot_magpulse)
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/gun/energy/immolator/multi/cyborg, // See comments on /robot_module/combat below
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/obj/item/melee/baton/loaded, // secondary weapon, for things immune to burn, immune to ranged weapons, or for arresting low-grade threats
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/obj/item/restraints/handcuffs/cable/zipties/cyborg,
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@@ -732,7 +732,7 @@
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module_actions = list(/datum/action/innate/robot_magpulse)
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basic_modules = list(
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/obj/item/flash/cyborg,
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/gun/energy/immolator/multi/cyborg, // primary weapon, strong at close range (ie: against blob/terror/xeno), but consumes a lot of energy per shot.
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// Borg gets 40 shots of this weapon. Gamma Sec ERT gets 10.
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// So, borg has way more burst damage, but also takes way longer to recharge / get back in the fight once depleted. Has to find a borg recharger and sit in it for ages.
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@@ -753,7 +753,7 @@
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module_type = "Standard"
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module_actions = list(/datum/action/innate/robot_sight/thermal/alien)
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basic_modules = list(
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/obj/item/crowbar/cyborg,
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/obj/item/crowbar/cyborg/red,
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/obj/item/melee/energy/alien/claws,
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/obj/item/flash/cyborg/alien,
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/obj/item/reagent_containers/spray/alien/stun,
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