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Misc fixes
While I was working on kobs I fixed and tweaked a whole bunch of little things. I figured even then that I should separate the fixes, but I never got around to it Now I have~
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@@ -503,17 +503,22 @@ var/list/global/slot_flags_enumeration = list(
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return
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if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
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return
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if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
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if(isanimal(usr)) //VOREStation Edit Start - Allows simple mobs with hands to use the pickup verb
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var/mob/living/simple_mob/s = usr
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if(!s.has_hands)
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to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
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return
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else if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
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to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
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return
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var/mob/living/carbon/C = usr
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var/mob/living/L = usr
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if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
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to_chat(usr, "<span class='warning'>You can't pick things up!</span>")
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return
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if(src.anchored) //Object isn't anchored
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to_chat(usr, "<span class='warning'>You can't pick that up!</span>")
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return
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if(C.get_active_hand()) //Hand is not full
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if(L.get_active_hand()) //Hand is not full //VOREStation Edit End
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to_chat(usr, "<span class='warning'>Your hand is full.</span>")
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return
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if(!istype(src.loc, /turf)) //Object is on a turf
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@@ -397,6 +397,13 @@
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if(ishuman(usr) || isrobot(usr))
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add_fingerprint(usr)
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toggle(usr)
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else if(isanimal(usr)) //VOREStation Addition Start
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var/mob/living/simple_mob/s = usr
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if(s.has_hands)
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add_fingerprint(usr)
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toggle(usr)
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else
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to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>") //VOREStation Addition End
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else
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to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
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@@ -14,7 +14,7 @@
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var/oreAmount = 7
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var/knock_sound = 'sound/machines/door/knock_glass.ogg'
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var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
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/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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TemperatureAct(exposed_temperature)
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@@ -171,7 +171,7 @@
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return
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/obj/structure/simple_door/bullet_act(var/obj/item/projectile/Proj)
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hardness -= Proj.force/10
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take_damage(Proj.damage/10)
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CheckHardness()
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/obj/structure/simple_door/take_damage(var/damage)
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