mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-31 07:58:22 +01:00
next set of spans (#16434)
* next set of spans * some more * next * next * next * . * text... * next... rest soon * . * . * ok last set for the night * . * . * . * . * some more * next * next * all for now * . * some more easy ones * some more easy ones * . * . * some more bolds * oups auto complete moment * add the remaining spans * this as well * this as well * . * ., * resync them properly
This commit is contained in:
@@ -81,7 +81,7 @@ var/global/list/breach_burn_descriptors = list(
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amount_left = 0
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B.update_descriptor()
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user.visible_message("<b>[user]</b> patches some of the damage on \the [src].")
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user.visible_message(span_infoplain(span_bold("[user]") + " patches some of the damage on \the [src]."))
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calc_breach_damage()
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/obj/item/clothing/suit/space/proc/create_breaches(var/damtype, var/amount)
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@@ -119,9 +119,9 @@ var/global/list/breach_burn_descriptors = list(
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amount -= needs
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if(existing.damtype == BRUTE)
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T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] gapes wider!</span>")
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T.visible_message(span_warning("\The [existing.descriptor] on [src] gapes wider!"))
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else if(existing.damtype == BURN)
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T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] widens!</span>")
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T.visible_message(span_warning("\The [existing.descriptor] on [src] widens!"))
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if (amount)
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//Spawn a new breach.
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@@ -135,9 +135,9 @@ var/global/list/breach_burn_descriptors = list(
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B.holder = src
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if(B.damtype == BRUTE)
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T.visible_message("<span class = 'warning'>\A [B.descriptor] opens up on [src]!</span>")
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T.visible_message(span_warning("\A [B.descriptor] opens up on [src]!"))
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else if(B.damtype == BURN)
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T.visible_message("<span class = 'warning'>\A [B.descriptor] marks the surface of [src]!</span>")
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T.visible_message(span_warning("\A [B.descriptor] marks the surface of [src]!"))
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calc_breach_damage()
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@@ -227,4 +227,4 @@ var/global/list/breach_burn_descriptors = list(
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. = ..()
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if(can_breach && breaches?.len)
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for(var/datum/breach/B in breaches)
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. += span_red("<B>It has \a [B.descriptor].</B>")
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. += span_red(span_bold("It has \a [B.descriptor]."))
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@@ -54,7 +54,7 @@
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to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
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return 0
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to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
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to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
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user.drop_from_inventory(input_device)
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qdel(input_device)
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accepted_item.charges++
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@@ -256,7 +256,7 @@
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else
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var/obj/item/new_weapon = new fabrication_type()
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new_weapon.forceMove(H)
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to_chat(H, span_blue("<b>You quickly fabricate \a [new_weapon].</b>"))
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to_chat(H, span_boldnotice("You quickly fabricate \a [new_weapon]."))
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H.put_in_hands(new_weapon)
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return 1
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@@ -368,7 +368,7 @@
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if(interfaced_with)
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if(holder && holder.wearer)
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to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
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to_chat(holder.wearer, span_warning("Your power sink retracts as the module deactivates."))
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drain_complete()
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interfaced_with = null
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total_power_drained = 0
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@@ -400,7 +400,7 @@
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if(target.drain_power(1) <= 0)
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return 0
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to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
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to_chat(H, span_danger("You begin draining power from [target]!"))
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interfaced_with = target
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drain_loc = interfaced_with.loc
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@@ -434,17 +434,17 @@
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H.break_cloak()
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if(!holder.cell)
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to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
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to_chat(H, span_danger("Your power sink flashes an error; there is no cell in your rig."))
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drain_complete(H)
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return
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if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
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to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
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to_chat(H, span_warning("Your power sink retracts into its casing."))
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drain_complete(H)
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return
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if(holder.cell.fully_charged())
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to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
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to_chat(H, span_warning("Your power sink flashes an amber light; your rig cell is full."))
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drain_complete(H)
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return
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@@ -453,7 +453,7 @@
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var/to_drain = min(12.5*holder.cell.maxcharge, ((holder.cell.maxcharge - holder.cell.charge) / CELLRATE))
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var/target_drained = interfaced_with.drain_power(0,0,to_drain)
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if(target_drained <= 0)
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to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
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to_chat(H, span_danger("Your power sink flashes a red light; there is no power left in [interfaced_with]."))
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drain_complete(H)
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return
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@@ -466,10 +466,10 @@
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if(!interfaced_with)
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if(M)
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to_chat(M, span_blue("<b>Total power drained:</b> [round(total_power_drained*CELLRATE)] cell units."))
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to_chat(M, span_notice(span_bold("Total power drained:") + " [round(total_power_drained*CELLRATE)] cell units."))
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else
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if(M)
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to_chat(M, span_blue("<b>Total power drained from [interfaced_with]:</b> [round(total_power_drained*CELLRATE)] cell units."))
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to_chat(M, span_notice(span_bold("Total power drained from [interfaced_with]:") + " [round(total_power_drained*CELLRATE)] cell units."))
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interfaced_with.drain_power(0,1,0) // Damage the victim.
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drain_loc = null
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@@ -37,7 +37,7 @@
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var/mob/living/carbon/human/H = holder.wearer
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to_chat(H, span_blue("<b>You are now nearly invisible to normal detection.</b>"))
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to_chat(H, span_boldnotice("You are now nearly invisible to normal detection."))
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H.alpha = 5
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anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
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@@ -34,7 +34,7 @@
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to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
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return 0
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to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
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to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
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user.drop_from_inventory(input_device)
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qdel(input_device)
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accepted_item.charges++
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@@ -29,7 +29,7 @@
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var/mob/living/carbon/human/H = holder.wearer
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to_chat(H, span_blue("<b>You are now nearly invisible to normal detection.</b>"))
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to_chat(H, span_boldnotice("You are now nearly invisible to normal detection."))
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H.alpha = 5
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anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
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@@ -36,7 +36,7 @@
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to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
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return 0
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to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
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to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
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user.drop_from_inventory(input_device)
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qdel(input_device)
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accepted_item.charges++
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@@ -34,7 +34,7 @@
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else
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var/obj/item/new_weapon = new fabrication_type()
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new_weapon.forceMove(H)
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to_chat(H, span_blue("<b>You quickly fabricate \a [new_weapon].</b>"))
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to_chat(H, span_boldnotice("You quickly fabricate \a [new_weapon]."))
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H.put_in_hands(new_weapon)
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return 1
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@@ -34,7 +34,7 @@
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var/obj/item/clothing/head/helmet/space/rig/helmet = holder.helmet
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var/obj/item/clothing/gloves/gauntlets/rig/gloves = holder.gloves
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to_chat(H, span_blue("<b>You activate your suit's powered radiation shielding.</b>"))
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to_chat(H, span_boldnotice("You activate your suit's powered radiation shielding."))
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stored_rad_armor = holder.armor["rad"]
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if(boots)
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boots.armor["rad"] = 100
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@@ -117,7 +117,7 @@
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stored_max_pressure = holder.max_pressure_protection
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stored_max_temp = holder.max_heat_protection_temperature
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to_chat(H, span_blue("<b>You activate your suit's powered atmospheric shielding.</b>"))
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to_chat(H, span_boldnotice("You activate your suit's powered atmospheric shielding."))
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if(boots)
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boots.max_pressure_protection = INFINITY
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@@ -145,7 +145,7 @@
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var/obj/item/clothing/head/helmet/space/rig/helmet = holder.helmet
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var/obj/item/clothing/gloves/gauntlets/rig/gloves = holder.gloves
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to_chat(H, span_danger("<b>You deactivate your suit's powered atmospheric shielding.</b>"))
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to_chat(H, span_boldnotice("You deactivate your suit's powered atmospheric shielding."))
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if(boots)
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boots.max_pressure_protection = stored_max_pressure
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@@ -20,7 +20,7 @@
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if(interfaced_with)
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if(holder && holder.wearer)
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to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
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to_chat(holder.wearer, span_warning("Your power sink retracts as the module deactivates."))
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drain_complete()
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interfaced_with = null
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total_power_drained = 0
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@@ -52,7 +52,7 @@
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if(target.drain_power(1) <= 0)
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return 0
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to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
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to_chat(H, span_danger("You begin draining power from [target]!"))
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interfaced_with = target
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drain_loc = interfaced_with.loc
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@@ -86,17 +86,17 @@
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H.break_cloak()
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if(!holder.cell)
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to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
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to_chat(H, span_danger("Your power sink flashes an error; there is no cell in your rig."))
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drain_complete(H)
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return
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if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
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to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
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to_chat(H, span_warning("Your power sink retracts into its casing."))
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drain_complete(H)
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return
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if(holder.cell.fully_charged())
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to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
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to_chat(H, span_warning("Your power sink flashes an amber light; your rig cell is full."))
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drain_complete(H)
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return
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@@ -105,7 +105,7 @@
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var/to_drain = min(12.5*holder.cell.maxcharge, ((holder.cell.maxcharge - holder.cell.charge) / CELLRATE))
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var/target_drained = interfaced_with.drain_power(0,0,to_drain)
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if(target_drained <= 0)
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to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
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to_chat(H, span_danger("Your power sink flashes a red light; there is no power left in [interfaced_with]."))
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drain_complete(H)
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return
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@@ -118,10 +118,10 @@
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if(!interfaced_with)
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if(M)
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to_chat(M, span_blue("<b>Total power drained:</b> [round(total_power_drained*CELLRATE)] cell units."))
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to_chat(M, span_notice(span_bold("Total power drained:") + " [round(total_power_drained*CELLRATE)] cell units."))
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else
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if(M)
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to_chat(M, span_blue("<b>Total power drained from [interfaced_with]:</b> [round(total_power_drained*CELLRATE)] cell units."))
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to_chat(M, span_notice(span_bold("Total power drained from [interfaced_with]:") + " [round(total_power_drained*CELLRATE)] cell units."))
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interfaced_with.drain_power(0,1,0) // Damage the victim.
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drain_loc = null
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@@ -27,7 +27,7 @@
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var/mob/living/carbon/human/H = holder.wearer
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to_chat(H, span_blue("<b>You activate the suit's sprint mode.</b>"))
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to_chat(H, span_boldnotice("You activate the suit's sprint mode."))
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holder.slowdown = initial(holder.slowdown) - sprint_speed
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@@ -508,7 +508,7 @@
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to_chat(user, span_danger("Another grenade of that type will not fit into the module."))
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return 0
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to_chat(user, span_blue("<b>You slot \the [input_device] into the suit module.</b>"))
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to_chat(user, span_boldnotice("You slot \the [input_device] into the suit module."))
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user.drop_from_inventory(input_device)
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qdel(input_device)
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accepted_item.charges++
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@@ -632,7 +632,7 @@
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var/mob/living/carbon/human/H = holder.wearer
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to_chat(H, span_blue("<b>You activate the suit's sprint mode.</b>"))
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to_chat(H, span_boldnotice("You activate the suit's sprint mode."))
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holder.slowdown = initial(holder.slowdown) - sprint_speed
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@@ -384,7 +384,7 @@
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QDEL_NULL(minihud)
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else
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minihud = new (M.hud_used, src)
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to_chat(M, span_notice("<b>Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"].</b>"))
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to_chat(M, span_boldnotice("Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"]."))
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playsound(src, 'sound/machines/rig/rigstarted.ogg', 10, FALSE)
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M.client?.screen -= booting_L
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qdel(booting_L)
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@@ -675,7 +675,7 @@
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return
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if(istype(M) && (M.back == src || M.belt == src))
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M.visible_message(span_notice("<b>[M] struggles into \the [src].</b>"), span_notice("<b>You struggle into \the [src].</b>"))
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M.visible_message(span_boldnotice("[M] struggles into \the [src]."), span_boldnotice("You struggle into \the [src]."))
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wearer = M
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wearer.wearing_rig = src
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update_icon()
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@@ -725,7 +725,7 @@
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holder = use_obj.loc
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if(istype(holder))
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if(use_obj && check_slot == use_obj)
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to_chat(H, span_notice("<b>Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.</b>"))
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to_chat(H, span_boldnotice("Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly."))
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playsound(src, 'sound/machines/rig/rigservo.ogg', 10, FALSE)
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use_obj.canremove = TRUE
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holder.drop_from_inventory(use_obj)
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@@ -953,7 +953,7 @@
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M.stop_pulling()
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if(wearer.pinned.len)
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to_chat(src, "<span class='notice'>Your host is pinned to a wall by [wearer.pinned[1]]</span>!")
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to_chat(src, span_notice("Your host is pinned to a wall by [wearer.pinned[1]]!"))
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return 0
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// AIs are a bit slower than regular and ignore move intent.
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@@ -223,11 +223,11 @@
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if(!istype(module))
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selected_module = null
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to_chat(usr, span_blue("<b>Primary system is now: deselected.</b>"))
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to_chat(usr, span_boldnotice("Primary system is now: deselected."))
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return
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selected_module = module
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to_chat(usr, span_blue("<b>Primary system is now: [selected_module.interface_name].</b>"))
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to_chat(usr, span_boldnotice("Primary system is now: [selected_module.interface_name]."))
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/obj/item/rig/verb/toggle_module()
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@@ -261,10 +261,10 @@
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return
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if(module.active)
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to_chat(usr, span_blue("<b>You attempt to deactivate \the [module.interface_name].</b>"))
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to_chat(usr, span_boldnotice("You attempt to deactivate \the [module.interface_name]."))
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module.deactivate()
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else
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to_chat(usr, span_blue("<b>You attempt to activate \the [module.interface_name].</b>"))
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to_chat(usr, span_boldnotice("You attempt to activate \the [module.interface_name]."))
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module.activate()
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/obj/item/rig/verb/engage_module()
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@@ -298,5 +298,5 @@
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if(!istype(module))
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return
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to_chat(usr, span_blue("<b>You attempt to engage the [module.interface_name].</b>"))
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to_chat(usr, span_boldnotice("You attempt to engage the [module.interface_name]."))
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module.engage()
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@@ -27,7 +27,7 @@
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/obj/item/clothing/head/helmet/space/void/merc/odst
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name = "\improper ODST Helmet"
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desc = "<i>\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"</i>"
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desc = span_italics("\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"")
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icon_state = "rig0-odst"
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item_state = "rig0-odst"
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item_state_slots = null
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@@ -46,7 +46,7 @@
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/obj/item/clothing/suit/space/void/merc/odst
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name = "ODST Armor"
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desc = "<i>\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"</i>"
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desc = span_italics("\"... we are glad to plunge feet first into hell in the knowledge that we will rise.\"")
|
||||
icon_state = "odst"
|
||||
item_state = "odst"
|
||||
item_state_slots = null
|
||||
|
||||
Reference in New Issue
Block a user