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Fix for machine messages. Fix for previous health analyser commit. Added New Engineering Space Suits. Prevented wasting resources while fixing cyborgs.
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@@ -10,11 +10,18 @@
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name = "mining RIG helmet"
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icon_state = "rig-mining"
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/obj/item/clothing/head/helmet/space/rig/elite
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name = "advanced RIG helmet"
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icon_state = "rig-white"
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/obj/item/clothing/head/helmet/space/rig/engspace_helmet
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name = "engineering space helmet"
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "engspace_helmet"
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item_state = "engspace_helmet"
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see_face = 0.0
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var/up = 0
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/obj/item/clothing/head/helmet/space/rig/security
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name = "security RIG helmet"
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icon_state = "rig-security"
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@@ -39,6 +46,12 @@
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name = "advanced RIG suit"
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protective_temperature = 10000
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/obj/item/clothing/suit/space/rig/engspace_suit
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name = "engineering space suit"
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "engspace_suit"
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item_state = "engspace_suit"
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/obj/item/clothing/suit/space/rig/security
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name = "security RIG suit"
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desc = "A suit specially designed for security to offer minor protection from environmental hazards, and greater protection from human hazards"
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@@ -46,4 +59,4 @@
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protective_temperature = 3000
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slowdown = 1
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)
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allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)
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@@ -350,7 +350,10 @@
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/mob/living/silicon/robot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (W:remove_fuel(0))
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if(getBruteLoss() == 0)
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user << "There are no dents to fix here!"
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return
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else if (W:remove_fuel(0))
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bruteloss -= 30
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if(getBruteLoss() < 0) bruteloss = 0
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updatehealth()
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@@ -363,8 +366,11 @@
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else if(istype(W, /obj/item/weapon/cable_coil) && wiresexposed)
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var/obj/item/weapon/cable_coil/coil = W
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if(getFireLoss() == 0)
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user << "There are no burnt wires here!"
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return
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else if(getFireLoss() < 0) adjustFireLoss(0)
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adjustFireLoss(-30)
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if(getFireLoss() < 0) adjustFireLoss(0)
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updatehealth()
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coil.use(1)
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for(var/mob/O in viewers(user, null))
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