Tg 1 28 sync testing/confirmation (#5178)
* maps, tgui, tools * defines and helpers * onclick and controllers * datums fucking caught that hulk reversal too. * game and shuttle modular * module/admin * oh god they fucking moved antag shit again * haaaaate. Haaaaaaaaaate. * enables moff wings * more modules things * tgstation.dme before I forget something important * some mob stuff * s'more mob/living stuff * some carbon stuff * ayy lmaos and kitchen meat * Human stuff * species things moff wings have a 'none' version too * the rest of the module stuff. * some strings * misc * mob icons * some other icons. * It compiles FUCK BORERS FUCK BORERS
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@@ -419,7 +419,7 @@
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desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
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ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
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clumsy_check = 0
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needs_permit = 0
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item_flags = NONE
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pin = /obj/item/device/firing_pin
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cell_type = /obj/item/stock_parts/cell/bluespace
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@@ -45,7 +45,7 @@
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/obj/item/clothing/glasses/proc/thermal_overload()
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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if(!(H.has_disability(DISABILITY_BLIND)))
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if(!(H.has_trait(TRAIT_BLIND)))
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if(H.glasses == src)
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to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
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H.flash_act(visual = 1)
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@@ -17,15 +17,15 @@
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H.remove_hud_from(user)
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/obj/item/clothing/glasses/hud/emp_act(severity)
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if(emagged)
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if(obj_flags & EMAGGED)
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return
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emagged = TRUE
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obj_flags |= EMAGGED
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desc = "[desc] The display is flickering slightly."
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/obj/item/clothing/glasses/hud/emag_act(mob/user)
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if(emagged)
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if(obj_flags & EMAGGED)
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return
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emagged = TRUE
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obj_flags |= EMAGGED
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to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
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desc = "[desc] The display is flickering slightly."
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@@ -66,7 +66,7 @@
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var/obj/item/organ/heart/heart = M.getorganslot(ORGAN_SLOT_HEART)
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var/obj/item/organ/lungs/lungs = M.getorganslot(ORGAN_SLOT_LUNGS)
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if(!(M.stat == DEAD || (M.status_flags&FAKEDEATH)))
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if(!(M.stat == DEAD || (M.has_trait(TRAIT_FAKEDEATH))))
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if(heart && istype(heart))
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heart_strength = "<span class='danger'>an unstable</span>"
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if(heart.beating)
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@@ -435,7 +435,7 @@
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var/nopass = FALSE
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if(!A.density)
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return TRUE
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nopass = (A.locked || A.stat || A.emagged || A.welded)
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nopass = (A.locked || A.stat || (A.obj_flags & EMAGGED) || A.welded)
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if(A.requiresID())
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if((!A.allowed(wearer)) && !A.emergency)
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nopass = TRUE
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@@ -7,6 +7,7 @@
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slot_flags = SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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@@ -28,4 +29,4 @@
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_wear_suit()
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M.update_inv_wear_suit()
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@@ -4,7 +4,6 @@
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actions_types = list(/datum/action/item_action/toggle_hood)
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var/obj/item/clothing/head/hooded/hood
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var/hoodtype = /obj/item/clothing/head/hooded/winterhood //so the chaplain hoodie or other hoodies can override this
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hooded = 1
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/obj/item/clothing/suit/hooded/New()
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MakeHood()
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@@ -28,8 +28,13 @@
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pixel_y -= 8
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U.add_overlay(src)
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for(var/armor_type in armor)
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U.armor[armor_type] += armor[armor_type]
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if (islist(U.armor)) // This proc can run before /obj/Initialize has run for U and src,
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U.armor = getArmor(arglist(U.armor)) // we have to check that the armor list has been transformed into a datum before we try to call a proc on it
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// This is safe to do as /obj/Initialize only handles setting up the datum if actually needed.
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if (islist(armor))
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armor = getArmor(arglist(armor))
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U.armor = U.armor.attachArmor(armor)
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if(isliving(user))
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on_uniform_equip(U, user)
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@@ -42,8 +47,7 @@
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pockets.forceMove(src)
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U.pockets = null
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for(var/armor_type in armor)
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U.armor[armor_type] -= armor[armor_type]
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U.armor = U.armor.detachArmor(armor)
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if(isliving(user))
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on_uniform_dropped(U, user)
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