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https://github.com/VOREStation/VOREStation.git
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Tweaks to previous commits.
More tweaks to IPC fixes. Merge resolution/compile fixes. Further work on properly integrating, updating and fixing prosthetic options. Repathed internal organs to organ/internal. More work on full synthetics, changelings, overheating. Working on getting organs to qdel properly and spawn properly when robotized. Finalized some overheating values, added remaining prosthetic icons. Finalizing the testing version of the full prosthetic bodies branch. Added suit cyclers to the autolathe and map. Fixing runtime errors. Fixing errors. Changelog. Replacing limb and organ strings with constants. Prevented brainless species from becoming full cyborgs. Fixed issues with brain/MMIs renaming themselves inappropriately. Various fixes and oversights.
This commit is contained in:
@@ -124,7 +124,7 @@
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if(iscarbon(affecting))
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handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
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if(force_down)
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if(affecting.loc != assailant.loc)
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force_down = 0
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@@ -148,14 +148,14 @@
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/obj/item/weapon/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
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var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
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last_hit_zone = target_zone
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switch(target_zone)
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if("mouth")
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if(O_MOUTH)
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if(announce)
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user.visible_message("<span class='warning'>\The [user] covers [target]'s mouth!</span>")
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if(target.silent < 3)
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target.silent = 3
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if("eyes")
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if(O_EYES)
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if(announce)
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assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
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if(affecting.eye_blind < 3)
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@@ -232,7 +232,7 @@
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else
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assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
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apply_pinning(affecting, assailant)
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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hud.icon_state = "reinforce1"
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@@ -252,7 +252,7 @@
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hud.name = "kill"
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affecting.Stun(10) //10 ticks of ensured grab
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else if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill1"
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state = GRAB_KILL
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@@ -264,7 +264,7 @@
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affecting.setClickCooldown(10)
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affecting.losebreath += 1
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affecting.set_dir(WEST)
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adjust_position()
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adjust_position()
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/weapon/grab/proc/confirm()
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@@ -284,10 +284,10 @@
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return
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if(world.time < (last_action + 20))
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return
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last_action = world.time
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reset_kill_state() //using special grab moves will interrupt choking them
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//clicking on the victim while grabbing them
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if(M == affecting)
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if(ishuman(affecting))
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@@ -300,21 +300,21 @@
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force_down = 0
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return
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inspect_organ(affecting, assailant, hit_zone)
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if(I_GRAB)
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jointlock(affecting, assailant, hit_zone)
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if(I_HURT)
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if(hit_zone == "eyes")
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if(hit_zone == O_EYES)
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attack_eye(affecting, assailant)
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else if(hit_zone == "head")
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else if(hit_zone == BP_HEAD)
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headbut(affecting, assailant)
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else
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dislocate(affecting, assailant, hit_zone)
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if(I_DISARM)
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pin_down(affecting, assailant)
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//clicking on yourself while grabbing them
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if(M == assailant && state >= GRAB_AGGRESSIVE)
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devour(affecting, assailant)
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@@ -325,7 +325,7 @@
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qdel(src)
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/obj/item/weapon/grab/proc/reset_kill_state()
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if(state == GRAB_KILL)
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if(state == GRAB_KILL)
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assailant.visible_message("<span class='warning'>[assailant] lost \his tight grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill"
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state = GRAB_NECK
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