mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-21 11:07:46 +01:00
Arranges lots of things into planes (#5072)
* Rearranges a billion things into planes * Make cryotubes fancy * Update Travis * Fix hiding logic
This commit is contained in:
committed by
Atermonera
parent
a2841ce9d6
commit
7d3aec96fd
@@ -7,6 +7,7 @@ var/global/floorIsLava = 0
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/proc/message_admins(var/msg)
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msg = "<span class=\"log_message\"><span class=\"prefix\">ADMIN LOG:</span> <span class=\"message\">[msg]</span></span>"
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//log_adminwarn(msg) //log_and_message_admins is for this
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for(var/client/C in admins)
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if((R_ADMIN|R_MOD) & C.holder.rights)
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C << msg
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@@ -285,7 +285,8 @@ var/list/blobs = list()
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name = "blob"
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desc = "The blob lashing out at something."
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icon_state = "blob_attack"
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layer = 5.2
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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time_to_die = 6
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alpha = 140
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mouse_opacity = 0
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@@ -47,7 +47,7 @@ mob/living/carbon/proc/handle_hallucinations()
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if(!H.r_store) slots_free += ui_storage2
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if(slots_free.len)
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halitem.screen_loc = pick(slots_free)
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halitem.layer = 50
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halitem.hud_layerise()
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'icons/obj/gun.dmi'
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@@ -51,7 +51,6 @@
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density = 0
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icon = 'icons/obj/hydroponics_growing.dmi'
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icon_state = "bush4-1"
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layer = 3
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pass_flags = PASSTABLE
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mouse_opacity = 2
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@@ -192,12 +191,12 @@
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icon_state = "[seed.get_trait(TRAIT_PLANT_ICON)]-[growth]"
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if(growth>2 && growth == max_growth)
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layer = 5
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plane = ABOVE_PLANE
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set_opacity(1)
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if(!isnull(seed.chems["woodpulp"]))
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density = 1
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else
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layer = 3
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reset_plane_and_layer()
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density = 0
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/obj/effect/plant/proc/calc_dir()
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@@ -5,7 +5,6 @@
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simulated = 0
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anchored = 1
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icon = LIGHTING_ICON
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layer = LIGHTING_LAYER
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plane = PLANE_LIGHTING
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//invisibility = INVISIBILITY_LIGHTING
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color = LIGHTING_BASE_MATRIX
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@@ -8,7 +8,7 @@
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desc = "It's a g-g-g-g-ghooooost!" //jinkies!
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icon = 'icons/mob/ghost.dmi'
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icon_state = "ghost"
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layer = 3.9 //Just below normal mobs
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layer = BELOW_MOB_LAYER
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plane = PLANE_GHOSTS
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alpha = 127
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stat = DEAD
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@@ -302,11 +302,6 @@
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else adverb = " a very lengthy message"
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message = "<B>[speaker]</B> [verb][adverb]."
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if(src.status_flags & PASSEMOTES)
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for(var/obj/item/weapon/holder/H in src.contents)
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H.show_message(message)
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for(var/mob/living/M in src.contents)
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M.show_message(message)
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src.show_message(message)
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/mob/proc/hear_sleep(var/message)
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@@ -139,7 +139,6 @@ var/list/holder_mob_icon_cache = list()
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grabber << "<span class='notice'>You scoop up \the [src]!</span>"
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src << "<span class='notice'>\The [grabber] scoops you up!</span>"
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grabber.status_flags |= PASSEMOTES
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H.sync(src)
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return H
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@@ -33,7 +33,6 @@
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if(!istype(H) || !src || !(src.Adjacent(H)))
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return 0
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H << "You feel your being twine with that of \the [src] as it merges with your biomass."
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H.status_flags |= PASSEMOTES
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src << "You feel your being twine with that of \the [H] as you merge with its biomass."
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loc = H
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verbs += /mob/living/carbon/alien/diona/proc/split
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@@ -66,4 +65,3 @@
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for(var/atom/A in M.contents)
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if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
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return
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M.status_flags &= ~PASSEMOTES
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@@ -1563,8 +1563,9 @@
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/mob/living/carbon/human/proc/update_icon_special() //For things such as teshari hiding and whatnot.
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if(status_flags & HIDING) // Hiding? Carry on.
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if(stat == DEAD || paralysis || weakened || stunned) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work.
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status_flags &= ~HIDING //No hiding for you. Mob layer should be updated naturally, but it actually isn't.
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if(stat == DEAD || paralysis || weakened || stunned || restrained()) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work.
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reset_plane_and_layer()
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status_flags &= ~HIDING
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else
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layer = HIDING_LAYER
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@@ -279,20 +279,3 @@
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to_chat(src, "<span class='critical'>Your regeneration is interrupted!</span>")
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nutrition -= 75
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active_regen = FALSE
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/mob/living/carbon/human/proc/hide_humanoid()
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set name = "Hide"
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set desc = "Allows you to hide beneath tables or certain items. Toggled on or off."
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set category = "Abilities"
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if(stat == DEAD || paralysis || weakened || stunned || restrained()) // No hiding if you're stunned!
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return
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if(status_flags & HIDING)
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layer = MOB_LAYER
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to_chat(src, "<font color='blue'>You have stopped hiding.</font>")
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else
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layer = HIDING_LAYER //Just above cables with their 2.44
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to_chat(src, "<font color='blue'>You are now hiding.</font>")
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status_flags ^= HIDING
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@@ -114,7 +114,7 @@
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inherent_verbs = list(
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/mob/living/carbon/human/proc/sonar_ping,
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/mob/living/carbon/human/proc/hide_humanoid
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/mob/living/proc/hide
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)
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/datum/species/teshari/equip_survival_gear(var/mob/living/carbon/human/H)
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@@ -6,7 +6,8 @@
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var/is_adult = 0
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speak_emote = list("chirps")
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layer = 5
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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maxHealth = 150
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health = 150
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gender = NEUTER
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@@ -13,7 +13,6 @@
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var/mutable_appearance/dsma = new(dsoverlay) //Changing like ten things, might as well.
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dsma.alpha = 0
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dsma.plane = PLANE_LIGHTING
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dsma.layer = LIGHTING_LAYER + 0.1
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dsma.blend_mode = BLEND_ADD
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dsoverlay.appearance = dsma
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@@ -836,7 +835,6 @@ default behaviour is:
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for(var/atom/A in M.contents)
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if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
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return
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M.status_flags &= ~PASSEMOTES
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else if(istype(H.loc,/obj/item/clothing/accessory/holster))
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var/obj/item/clothing/accessory/holster/holster = H.loc
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@@ -6,9 +6,12 @@
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if(stat == DEAD || paralysis || weakened || stunned || restrained())
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return
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if(layer == HIDING_LAYER)
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layer = MOB_LAYER
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src << text("<font color='blue'>You have stopped hiding.</font>")
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if(status_flags & HIDING)
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status_flags &= ~HIDING
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reset_plane_and_layer()
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to_chat(src,"<span class='notice'>You have stopped hiding.</span>")
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else
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status_flags |= HIDING
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layer = HIDING_LAYER //Just above cables with their 2.44
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src << text("<font color='blue'>You are now hiding.</font>")
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plane = OBJ_PLANE
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to_chat(src,"<span class='notice'>You are now hiding.</span>")
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@@ -371,8 +371,11 @@ proc/get_radio_key_from_channel(var/channel)
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return 1
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/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/datum/language/language)
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for (var/mob/O in viewers(src, null))
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O.hear_signlang(message, verb, language, src)
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var/list/potentials = get_mobs_and_objs_in_view_fast(src, world.view)
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var/list/mobs = potentials["mobs"]
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for(var/hearer in mobs)
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var/mob/M = hearer
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M.hear_signlang(message, verb, language, src)
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return 1
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/obj/effect/speech_bubble
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@@ -168,9 +168,6 @@
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host.reset_view(null)
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host.machine = null
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var/mob/living/H = host
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H.status_flags &= ~PASSEMOTES
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host = null
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return
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@@ -104,7 +104,6 @@
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M << "Something disgusting and slimy wiggles into your ear!"
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src.host = M
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src.host.status_flags |= PASSEMOTES
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src.forceMove(M)
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//Update their traitor status.
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@@ -1,6 +1,7 @@
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/mob
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density = 1
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layer = 4.0
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layer = MOB_LAYER
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plane = MOB_PLANE
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animate_movement = 2
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flags = PROXMOVE
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var/datum/mind/mind
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@@ -31,7 +31,6 @@
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var/force_down //determines if the affecting mob will be pinned to the ground
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var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
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layer = 21
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abstract = 1
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item_state = "nothing"
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w_class = ITEMSIZE_HUGE
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@@ -194,7 +193,7 @@
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return
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var/shift = 0
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var/adir = get_dir(assailant, affecting)
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affecting.layer = 4
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affecting.layer = MOB_LAYER
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switch(state)
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if(GRAB_PASSIVE)
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shift = 8
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@@ -217,7 +216,7 @@
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switch(adir)
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if(NORTH)
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animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
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affecting.layer = 3.9
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affecting.layer = BELOW_MOB_LAYER
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if(SOUTH)
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animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
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if(WEST)
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@@ -396,7 +395,7 @@
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/obj/item/weapon/grab/Destroy()
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animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
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affecting.layer = 4
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affecting.reset_plane_and_layer()
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if(affecting)
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affecting.grabbed_by -= src
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affecting = null
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@@ -135,7 +135,6 @@
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//Lighting is weird and has matrix shenanigans. Think of this as turning on/off darkness.
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/obj/screen/plane_master/fullbright
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plane = PLANE_LIGHTING
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layer = LIGHTING_LAYER+1
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color = null //To break lighting when visible (this is sorta backwards)
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alpha = 0 //Starts full opaque
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invisibility = 101
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@@ -13,7 +13,8 @@
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w_class = ITEMSIZE_TINY
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throw_range = 1
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throw_speed = 1
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layer = 4
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plane = MOB_PLANE
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layer = MOB_LAYER
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pressure_resistance = 1
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slot_flags = SLOT_HEAD
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body_parts_covered = HEAD
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@@ -8,7 +8,8 @@
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w_class = ITEMSIZE_SMALL
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throw_range = 2
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throw_speed = 1
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layer = 4
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plane = MOB_PLANE
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layer = MOB_LAYER
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pressure_resistance = 1
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attack_verb = list("bapped")
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var/page = 1 // current page
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@@ -9,7 +9,8 @@
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icon = 'icons/obj/machines/power/fusion.dmi'
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icon_state = "emfield_s1"
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alpha = 50
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layer = 4
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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light_color = "#cc7700"
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var/size = 1
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@@ -2,7 +2,6 @@
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name = "fuel rod assembly"
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icon = 'icons/obj/machines/power/fusion.dmi'
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icon_state = "fuel_assembly"
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layer = 4
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var/material_name
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@@ -4,7 +4,6 @@
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icon_state = "fuel_compressor1"
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density = 1
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anchored = 1
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layer = 4
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circuit = /obj/item/weapon/circuitboard/fusion_fuel_compressor
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@@ -16,7 +16,8 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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layer = 5
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plane = MOB_LAYER
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layer = ABOVE_MOB_LAYER
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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@@ -132,7 +133,8 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = 1
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layer = 5
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plane = MOB_LAYER
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layer = ABOVE_MOB_LAYER
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stage = 1
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fixture_type = "bulb"
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sheets_refunded = 1
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@@ -143,7 +145,6 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flamp-construct-stage1"
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anchored = 0
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layer = OBJ_LAYER
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stage = 1
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fixture_type = "flamp"
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sheets_refunded = 2
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@@ -156,7 +157,8 @@
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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plane = MOB_LAYER
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layer = ABOVE_MOB_LAYER
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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@@ -12,7 +12,7 @@
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desc = "Small machine which transmits data about specific powernet"
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anchored = 1
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density = 0
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layer = 2.46 // Above cables, but should be below floors.
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layer = ABOVE_UTILITY
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icon = 'icons/obj/objects.dmi'
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icon_state = "floor_beacon" // If anyone wants to make better sprite, feel free to do so without asking me.
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@@ -7,7 +7,7 @@
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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plane = ABOVE_PLANE
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light_range = 6
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unacidable = 1 //Don't comment this out.
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@@ -8,10 +8,10 @@
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icon_state = "term"
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desc = "It's an underfloor wiring terminal for power equipment."
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level = 1
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layer = TURF_LAYER
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var/obj/machinery/power/master = null
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anchored = 1
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layer = 2.6 // a bit above wires
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plane = PLATING_PLANE
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layer = WIRES_LAYER+0.01
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/obj/machinery/power/terminal/New()
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@@ -1,7 +1,7 @@
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/obj/effect/projectile
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icon = 'icons/effects/projectiles.dmi'
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icon_state = "bolt"
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layer = 20
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plane = ABOVE_PLANE
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/obj/effect/projectile/New(var/turf/location)
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if(istype(location))
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@@ -281,7 +281,6 @@
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name = "All-In-One Grinder"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "juicer1"
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layer = 2.9
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density = 0
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anchored = 0
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use_power = 1
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@@ -6,7 +6,8 @@
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icon_state = "conveyor0"
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name = "conveyor belt"
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desc = "A conveyor belt."
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layer = 2 // so they appear under stuff
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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anchored = 1
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circuit = /obj/item/weapon/circuitboard/conveyor
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var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
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@@ -663,7 +663,7 @@
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var/dpdir = 0 // bitmask of pipe directions
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dir = 0 // dir will contain dominant direction for junction pipes
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var/health = 10 // health points 0-10
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layer = 2.3 // slightly lower than wires and other pipes
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layer = DISPOSAL_LAYER // slightly lower than wires and other pipes
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var/base_icon_state // initial icon state on map
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var/sortType = ""
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var/subtype = 0
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@@ -15,7 +15,8 @@
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icon_state = "shield"
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alpha = 100
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anchored = 1
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layer = 4.1 //just above mobs
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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density = 0
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var/obj/machinery/shield_gen/my_gen = null
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var/strength = 0 // in Renwicks
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|
||||
@@ -56,7 +56,8 @@ How they spawn stuff is decided by behaviour vars, which are explained below
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.icon = 'icons/effects/effects.dmi'
|
||||
animation.layer = 3
|
||||
animation.plane = OBJ_PLANE
|
||||
animation.layer = ABOVE_JUNK_LAYER
|
||||
animation.master = summoned_object
|
||||
|
||||
for(var/varName in newVars)
|
||||
|
||||
@@ -26,7 +26,8 @@
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.layer = 5
|
||||
animation.plane = MOB_PLANE
|
||||
animation.layer = ABOVE_MOB_LAYER
|
||||
animation.master = holder
|
||||
target.ExtinguishMob()
|
||||
if(target.buckled)
|
||||
|
||||
@@ -84,7 +84,8 @@
|
||||
|
||||
set_dir(direction)
|
||||
if(dir != NORTH)
|
||||
layer = 5
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
climbable = 0 //flipping tables allows them to be used as makeshift barriers
|
||||
flipped = 1
|
||||
flags |= ON_BORDER
|
||||
@@ -102,7 +103,7 @@
|
||||
verbs -=/obj/structure/table/proc/do_put
|
||||
verbs +=/obj/structure/table/verb/do_flip
|
||||
|
||||
layer = initial(layer)
|
||||
reset_plane_and_layer()
|
||||
flipped = 0
|
||||
climbable = initial(climbable)
|
||||
flags &= ~ON_BORDER
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
density = 1
|
||||
anchored = 1
|
||||
climbable = 1
|
||||
layer = 2.8
|
||||
layer = UNDER_JUNK_LAYER
|
||||
throwpass = 1
|
||||
surgery_odds = 66
|
||||
var/flipped = 0
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/turbolift.dmi'
|
||||
anchored = 1
|
||||
density = 0
|
||||
layer = 4
|
||||
plane = MOB_PLANE
|
||||
|
||||
var/datum/turbolift/lift
|
||||
|
||||
|
||||
@@ -181,7 +181,8 @@ var/list/ventcrawl_machinery = list(
|
||||
for(var/datum/pipeline/pipeline in network.line_members)
|
||||
for(var/obj/machinery/atmospherics/A in (pipeline.members || pipeline.edges))
|
||||
if(!A.pipe_image)
|
||||
A.pipe_image = image(A, A.loc, layer = 20, dir = A.dir)
|
||||
A.pipe_image = image(A, A.loc, dir = A.dir)
|
||||
A.pipe_image.plane = PLANE_LIGHTING_ABOVE
|
||||
pipes_shown += A.pipe_image
|
||||
client.images += A.pipe_image
|
||||
if(client)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
var/drill_time = 10
|
||||
var/turf/drilling_turf
|
||||
density = 1
|
||||
layer = 3.1 //to go over ores
|
||||
layer = ABOVE_JUNK_LAYER
|
||||
|
||||
/obj/machinery/giga_drill/attack_hand(mob/user as mob)
|
||||
if(active)
|
||||
|
||||
Reference in New Issue
Block a user