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Merge remote-tracking branch 'upstream-polaris/master' into polaris-sync-2018-02-07
# Conflicts: # code/__defines/subsystems.dm # code/controllers/master_controller.dm # code/controllers/subsystems/atoms.dm # code/game/machinery/Sleeper.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/vr_console.dm # code/game/objects/items/devices/communicator/phone.dm # code/game/turfs/flooring/flooring_decals.dm # code/modules/admin/admin_verbs.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/multiz/movement.dm # code/modules/projectiles/gun.dm # code/modules/shuttles/shuttle.dm # code/modules/shuttles/shuttles_web.dm # icons/obj/doors/doormed.dmi # maps/southern_cross/items/headset_sc.dm # maps/southern_cross/southern_cross-3.dmm # vorestation.dme
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@@ -22,9 +22,39 @@
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icon_state = "mouse"
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/obj/effect/decal/remains/lizard
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desc = "They look like the remains of a small rodent."
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desc = "They look like the remains of a small lizard."
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icon_state = "lizard"
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/obj/effect/decal/remains/unathi
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desc = "They look like Unathi remains. Pointy."
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icon_state = "remainsunathi"
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/obj/effect/decal/remains/tajaran
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desc = "They look like Tajaran remains. They're surprisingly small."
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icon_state = "remainstajaran"
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/obj/effect/decal/remains/ribcage
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desc = "They look like animal remains of some sort... You hope."
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icon_state = "remainsribcage"
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/obj/effect/decal/remains/deer
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desc = "They look like the remains of a large herbivore, picked clean."
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icon_state = "remainsdeer"
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/obj/effect/decal/remains/posi
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desc = "This looks like part of an old FBP. Hopefully it was empty."
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icon_state = "remainsposi"
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/obj/effect/decal/remains/mummy1
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name = "mummified remains"
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desc = "They look like human remains. They've been here a long time."
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icon_state = "mummified1"
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/obj/effect/decal/remains/mummy2
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name = "mummified remains"
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desc = "They look like human remains. They've been here a long time."
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icon_state = "mummified2"
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/obj/effect/decal/remains/attack_hand(mob/user as mob)
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user << "<span class='notice'>[src] sinks together into a pile of ash.</span>"
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var/turf/simulated/floor/F = get_turf(src)
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@@ -185,11 +185,12 @@ var/global/list/tele_landmarks = list() // Terrible, but the alternative is loop
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A.forceMove(T) // Harmlessly move ghosts.
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return
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if(isliving(A)) // Someday, implement parachutes. For now, just turbomurder whoever falls.
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var/mob/living/L = A
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L.fall_impact(T, 42, 90, FALSE, TRUE) //You will not be defibbed from this.
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message_admins("\The [A] fell out of the sky.")
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A.forceMove(T)
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// Living things should probably be logged when they fall...
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if(isliving(A))
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message_admins("\The [A] fell out of the sky.")
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// ... because they're probably going to die from it.
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A.fall_impact(T, 42, 90, FALSE, TRUE) //You will not be defibbed from this.
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else
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message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
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return
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