mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Merge tgstation13 r4570 into bs12_with_tgport
Conflicts: baystation12.dme code/defines/obj.dm code/defines/procs/helpers.dm code/defines/turf.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/cult_structures.dm code/game/gamemodes/events.dm code/game/machinery/telecomms/machine_interactions.dm code/game/master_controller.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/item.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/wires.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/modules/clothing/head/hardhat.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mob/living/silicon/robot/life.dm code/modules/mob/mob_defines.dm code/modules/mob/new_player/login.dm code/modules/paperwork/pen.dm code/modules/paperwork/stamps.dm code/unused/toilets.dm html/changelog.html icons/effects/alert.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -1,3 +1,13 @@
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/obj/item/clothing/gloves/space_ninja
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desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
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name = "ninja gloves"
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icon_state = "s-ninja"
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item_state = "s-ninja"
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siemens_coefficient = 0
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var/draining = 0
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var/candrain = 0
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var/mindrain = 200
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var/maxdrain = 400
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/obj/item/clothing/gloves/captain
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desc = "Regal blue gloves, with a nice gold trim. Swanky."
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@@ -0,0 +1,54 @@
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/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
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if(istype(src, /obj/item/clothing/gloves/boxing)) //quick fix for stunglove overlay not working nicely with boxing gloves.
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user << "<span class='notice'>That won't work.</span>" //i'm not putting my lips on that!
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..()
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return
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/C = W
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if(!wired)
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if(C.amount >= 2)
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C.amount -= 2
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wired = 1
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siemens_coefficient = 1
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user << "<span class='notice'>You wrap some wires around [src].</span>"
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update_icon()
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else
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user << "<span class='notice'>There is not enough wire to cover [src].</span>"
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else
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user << "<span class='notice'>[src] are already wired.</span>"
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else if(istype(W, /obj/item/weapon/cell))
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if(!wired)
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user << "<span class='notice'>[src] need to be wired first.</span>"
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else if(!cell)
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user.drop_item()
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W.loc = src
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cell = W
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user << "<span class='notice'>You attach a cell to [src].</span>"
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update_icon()
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else
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user << "<span class='notice'>[src] already have a cell.</span>"
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(cell)
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cell.updateicon()
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cell.loc = get_turf(src.loc)
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cell = null
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user << "<span class='notice'>You cut the cell away from [src].</span>"
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update_icon()
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return
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if(wired) //wires disappear into the void because fuck that shit
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wired = 0
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siemens_coefficient = initial(siemens_coefficient)
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user << "<span class='notice'>You cut the wires away from [src].</span>"
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update_icon()
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..()
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return
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/obj/item/clothing/gloves/update_icon()
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..()
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overlays = null
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if(wired)
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overlays += "gloves_wire"
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if(cell)
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overlays += "gloves_cell"
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@@ -19,22 +19,20 @@
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icon_state = "hardhat[on]_[color]"
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item_state = "hardhat[on]_[color]"
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if(on)
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user.total_luminosity += brightness_on
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else
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user.total_luminosity -= brightness_on
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if(on) user.SetLuminosity(user.luminosity + brightness_on)
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else user.SetLuminosity(user.luminosity - brightness_on)
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pickup(mob/user)
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if(on)
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user.total_luminosity += brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(0)
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user.SetLuminosity(user.luminosity + brightness_on)
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// user.UpdateLuminosity() //TODO: Carn
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SetLuminosity(0)
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dropped(mob/user)
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if(on)
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user.total_luminosity -= brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(brightness_on)
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user.SetLuminosity(user.luminosity - brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(brightness_on)
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/obj/item/clothing/head/hardhat/orange
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@@ -133,22 +133,20 @@
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icon_state = "hardhat[on]_[color]"
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item_state = "hardhat[on]_[color]"
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if(on)
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user.total_luminosity += brightness_on
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else
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user.total_luminosity -= brightness_on
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if(on) user.SetLuminosity(user.luminosity + brightness_on)
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else user.SetLuminosity(user.luminosity - brightness_on)
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pickup(mob/user)
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if(on)
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user.total_luminosity += brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(0)
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user.SetLuminosity(user.luminosity + brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(0)
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dropped(mob/user)
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if(on)
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user.total_luminosity -= brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(brightness_on)
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user.SetLuminosity(user.luminosity - brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(brightness_on)
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/*
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* Kitty ears
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@@ -1,14 +1,3 @@
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/obj/item/clothing/gloves/space_ninja
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desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
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name = "ninja gloves"
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icon_state = "s-ninja"
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item_state = "s-ninja"
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siemens_coefficient = 0
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var/draining = 0
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var/candrain = 0
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var/mindrain = 200
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var/maxdrain = 400
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/obj/item/clothing/head/helmet/space/space_ninja
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desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
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name = "ninja hood"
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@@ -19,22 +19,20 @@
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icon_state = "rig[on]-[color]"
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// item_state = "rig[on]-[color]"
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if(on)
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user.total_luminosity += brightness_on
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else
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user.total_luminosity -= brightness_on
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if(on) user.SetLuminosity(user.luminosity + brightness_on)
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else user.SetLuminosity(user.luminosity - brightness_on)
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pickup(mob/user)
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if(on)
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user.total_luminosity += brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(0)
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user.SetLuminosity(user.luminosity + brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(0)
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dropped(mob/user)
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if(on)
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user.total_luminosity -= brightness_on
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user.UpdateLuminosity()
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src.sd_SetLuminosity(brightness_on)
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user.SetLuminosity(user.luminosity - brightness_on)
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// user.UpdateLuminosity()
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SetLuminosity(brightness_on)
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/obj/item/clothing/suit/space/rig
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name = "engineering hardsuit"
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