Merge branch 'pr/18'
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@@ -564,6 +564,11 @@
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max_stamina_damage = 200
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var/obj/item/cavity_item
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/obj/item/bodypart/chest/can_dismember(obj/item/I)
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if(!((owner.stat == DEAD) || owner.InFullCritical()))
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return FALSE
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return ..()
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/obj/item/bodypart/chest/Destroy()
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if(cavity_item)
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qdel(cavity_item)
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@@ -129,11 +129,14 @@
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holder = null
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if(contents.len == 1)
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Extend(contents[1])
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else // TODO: make it similar to borg's storage-like module selection
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var/obj/item/choise = input("Activate which item?", "Arm Implant", null, null) as null|anything in items_list
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if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && istype(choise) && (choise in contents))
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// This monster sanity check is a nice example of how bad input() is.
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Extend(choise)
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else
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var/list/choice_list = list()
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for(var/obj/item/I in items_list)
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choice_list[I] = getFlatIcon(I)
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var/obj/item/choice = show_radial_menu(owner, owner, choice_list)
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if(owner && owner == usr && owner.stat != DEAD && (src in owner.internal_organs) && !holder && (choice in contents))
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// This monster sanity check is a nice example of how bad input is.
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Extend(choice)
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else
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Retract()
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