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Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion.
Conflicts: code/_onclick/hud/_defines.dm code/_onclick/hud/robot.dm code/game/objects/items.dm code/modules/mob/living/silicon/robot/inventory.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_defines.dm
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@@ -119,6 +119,7 @@
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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//If the item is in a storage item, take it out
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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@@ -171,6 +172,25 @@
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user.put_in_active_hand(src)
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return
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/obj/item/attack_alien(mob/user as mob)
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.drop_from_inventory(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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attack_paw(A)
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/obj/item/attack_ai(mob/user as mob)
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if (istype(src.loc, /obj/item/weapon/robot_module))
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//If the item is part of a cyborg module, equip it
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if(!isrobot(user)) return
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var/mob/living/silicon/robot/R = user
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R.activate_module(src)
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R.hud_used.update_robot_modules_display()
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// Due to storage type consolidation this should get used more now.
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// I have cleaned it up a little, but it could probably use more. -Sayu
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -619,4 +639,4 @@
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//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
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for(var/obj/item/A in world)
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if(A.type == type && !A.blood_overlay)
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A.blood_overlay = I
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A.blood_overlay = I
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