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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-merge-2017-05-26
# Conflicts: # code/game/gamemodes/technomancer/spells/insert/mend_burns.dm # code/game/gamemodes/technomancer/spells/insert/mend_metal.dm # code/game/gamemodes/technomancer/spells/insert/mend_organs.dm # code/game/gamemodes/technomancer/spells/insert/mend_wires.dm # code/game/machinery/computer/Operating.dm # code/game/machinery/computer/camera.dm # code/game/machinery/computer/communications.dm # code/game/machinery/computer/security.dm # code/game/machinery/computer/skills.dm # code/game/objects/items/devices/radio/jammer.dm # html/changelogs/.all_changelog.yml # maps/~map_system/maps.dm # nano/images/nanomap_z1.png # nano/images/nanomap_z5.png
This commit is contained in:
@@ -42,6 +42,7 @@
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M.facing_dir = null
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M.set_dir(buckle_dir ? buckle_dir : dir)
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M.update_canmove()
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M.update_floating( M.Check_Dense_Object() )
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buckled_mob = M
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post_buckle_mob(M)
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@@ -53,6 +54,7 @@
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob.update_floating( buckled_mob.Check_Dense_Object() )
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buckled_mob = null
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post_buckle_mob(.)
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@@ -75,7 +75,7 @@
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if(user.r_hand && user.l_hand)
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cell.forceMove(get_turf(user))
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else
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cell.forceMove(user.put_in_hands(cell))
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user.put_in_hands(cell)
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cell = null
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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else
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@@ -141,14 +141,15 @@
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sleep(15 SECONDS)
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break
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if(patient.client)
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patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
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patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
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dead_mob_list -= patient
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living_mob_list += patient
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patient.timeofdeath = null
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patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
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log_and_message_admins("[patient] was revived.")
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if(!(HUSK in patient.mutations)) // Husked people can't come back with a Defib.
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if(patient.client)
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patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
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patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
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dead_mob_list -= patient
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living_mob_list += patient
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patient.timeofdeath = null
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patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
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log_and_message_admins("[patient] was revived by a defib.")
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cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
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sleep(20) //Wait 2 seconds before next attempt
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statechange(1,patient) //Back to ready
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@@ -73,7 +73,7 @@
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if(brightness_level == "low")
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set_light(brightness_on/2)
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else if(brightness_level == "high")
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set_light(brightness_on*4)
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set_light(brightness_on*1.5)
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else
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set_light(brightness_on)
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@@ -16,9 +16,9 @@ var/global/list/active_radio_jammers = list()
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/obj/item/device/radio_jammer
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name = "subspace jammer"
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desc = "Primarily for blocking subspace communications, preventing the use of headsets, PDAs, and communicators."
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icon = 'icons/obj/device_alt.dmi'
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icon_state = "shield0"
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var/active_state = "shield1"
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icon = 'icons/obj/device.dmi'
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icon_state = "jammer0"
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var/active_state = "jammer1"
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var/on = 0
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var/jam_range = 7
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@@ -34,15 +34,16 @@
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w_class = ITEMSIZE_LARGE
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max_w_class = ITEMSIZE_SMALL
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max_storage_space = ITEMSIZE_SMALL * 21
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can_hold = list() // any
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cant_hold = list(/obj/item/weapon/disk/nuclear)
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/obj/item/weapon/storage/bag/trash/update_icon()
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if(contents.len == 0)
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icon_state = "trashbag0"
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else if(contents.len < 12)
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else if(contents.len < 9)
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icon_state = "trashbag1"
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else if(contents.len < 21)
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else if(contents.len < 18)
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icon_state = "trashbag2"
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else icon_state = "trashbag3"
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