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Ice Sliding & Signaler code (#17087)
signal and slips Update floor.dm Slipping
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@@ -15,6 +15,7 @@
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var/airlock_wire = null
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var/datum/wires/connected = null
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var/datum/radio_frequency/radio_connection
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var/deadman = FALSE
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/obj/item/assembly/signaler/Initialize()
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. = ..()
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@@ -122,7 +123,11 @@
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if(!frequency)
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return
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if(!radio_controller)
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sleep(20)
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addtimer(CALLBACK(src, PROC_REF(radio_checkup), new_frequency), 2 SECONDS)
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/obj/item/assembly/signaler/proc/radio_checkup(new_frequency)
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PROTECTED_PROC(TRUE)
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if(!radio_controller)
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return
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@@ -209,6 +209,7 @@
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var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
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var/water_movement = 0 // How much faster or slower the species is in water
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var/snow_movement = 0 // How much faster or slower the species is on snow
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var/dirtslip = FALSE // If we slip over dirt or not.
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var/can_space_freemove = FALSE // Can we freely move in space?
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var/can_zero_g_move = FALSE // What about just in zero-g non-space?
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@@ -227,6 +228,8 @@
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var/vanity_base_fit //when shapeshifting using vanity_copy_to, this allows you to have add something so they can go back to their original species fit
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var/mudking = FALSE // If we dirty up tiles quicker
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var/vore_belly_default_variant = "H"
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// Determines the organs that the species spawns with and
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@@ -194,3 +194,9 @@
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var_changes = list("bad_swimmer" = 1, "water_movement" = 4, "swim_mult" = 1.25)
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varchange_type = TRAIT_VARCHANGE_LESS_BETTER
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excludes = list(/datum/trait/positive/good_swimmer)
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/datum/trait/negative/slipperydirt
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name = "Dirt Vulnerability"
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desc = "Even the tiniest particles of dirt give you uneasy footing, even through several layers of footwear."
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cost = -5
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var_changes = list("dirtslip" = TRUE)
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@@ -1216,3 +1216,10 @@
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else
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input += "s"
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return input
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/datum/trait/neutral/mudking
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name = "Mudking"
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desc = "Somehow you are so filthy that tiles get dirty four times as quick from you walking on them."
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cost = 0
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var_changes = list("mudking" = TRUE)
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custom_only = FALSE
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