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Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
This commit is contained in:
@@ -42,8 +42,6 @@
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/obj/item/implanter/mindshield/New()
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imp = new /obj/item/implant/mindshield(src)
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..()
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update_icon()
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/obj/item/implantcase/mindshield
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name = "implant case - 'mindshield'"
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@@ -12,18 +12,22 @@
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materials = list(MAT_GLASS=500)
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var/obj/item/implant/imp = null
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/obj/item/implantcase/update_icon()
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/obj/item/implantcase/proc/update_state()
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if(imp)
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icon_state = "implantcase-[imp.item_color]"
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origin_tech = imp.origin_tech
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flags = imp.flags & ~DROPDEL
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reagents = imp.reagents
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else
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icon_state = "implantcase-0"
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origin_tech = initial(origin_tech)
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flags = initial(flags)
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reagents = null
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implantcase/update_icon_state()
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if(imp)
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icon_state = "implantcase-[imp.item_color]"
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else
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icon_state = "implantcase-0"
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/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
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@@ -38,8 +42,8 @@
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I.imp.loc = src
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imp = I.imp
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I.imp = null
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update_icon()
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I.update_icon()
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update_state()
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I.update_icon(UPDATE_ICON_STATE)
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else
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if(imp)
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if(I.imp)
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@@ -47,8 +51,8 @@
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imp.loc = I
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I.imp = imp
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imp = null
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update_icon()
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I.update_icon()
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update_state()
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I.update_icon(UPDATE_ICON_STATE)
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/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
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var/obj/item/ammo_casing/shotgun/implanter/I = W
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@@ -57,7 +61,7 @@
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/obj/item/implantcase/New()
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..()
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update_icon()
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update_state()
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/obj/item/implantcase/tracking
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@@ -13,7 +13,7 @@
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var/obj/item/implant/imp = null
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/obj/item/implanter/update_icon()
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/obj/item/implanter/update_icon_state()
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if(imp)
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icon_state = "implanter1"
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origin_tech = imp.origin_tech
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@@ -38,7 +38,7 @@
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else
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M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
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imp = null
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implanter/attackby(obj/item/W, mob/user, params)
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..()
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@@ -48,7 +48,7 @@
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/obj/item/implanter/New()
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..()
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spawn(1)
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implanter/adrenalin
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@@ -14,12 +14,11 @@
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dropcase()
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return ..()
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/obj/item/implantpad/update_icon()
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/obj/item/implantpad/update_icon_state()
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if(case)
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src.icon_state = "implantpad-1"
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icon_state = "implantpad-1"
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else
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src.icon_state = "implantpad-0"
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return
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icon_state = "implantpad-0"
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/obj/item/implantpad/proc/addcase(mob/user as mob, obj/item/implantcase/C as obj)
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if(!user || !C)
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@@ -30,7 +29,7 @@
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user.unEquip(C)
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C.forceMove(src)
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case = C
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implantpad/proc/dropcase(mob/user as mob)
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if(!case)
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@@ -41,12 +40,12 @@
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add_fingerprint(user)
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case.add_fingerprint(user)
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case = null
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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return
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case.forceMove(get_turf(src))
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case = null
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update_icon()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implantpad/verb/remove_implant()
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set category = "Object"
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