initial commit - cross reference with 5th port - obviously has compile errors
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#define DEVIL_HANDS_LAYER 1
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#define DEVIL_HEAD_LAYER 2
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#define DEVIL_TOTAL_LAYERS 2
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/mob/living/carbon/true_devil
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name = "True Devil"
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desc = "A pile of infernal energy, taking a vaguely humanoid form."
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icon = 'icons/mob/32x64.dmi'
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icon_state = "true_devil"
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gender = NEUTER
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health = 350
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maxHealth = 350
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ventcrawler = 0
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density = 0
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pass_flags = 0
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var/ascended = 0
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sight = (SEE_TURFS | SEE_OBJS)
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status_flags = CANPUSH
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languages_spoken = ALL //The devil speaks all languages meme
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languages_understood = ALL //The devil speaks all languages meme
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mob_size = MOB_SIZE_LARGE
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var/mob/living/oldform
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var/list/devil_overlays[DEVIL_TOTAL_LAYERS]
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/mob/living/carbon/true_devil/New()
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internal_organs += new /obj/item/organ/brain/
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internal_organs += new /obj/item/organ/tongue
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for(var/X in internal_organs)
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var/obj/item/organ/I = X
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I.Insert(src)
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..()
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/mob/living/carbon/true_devil/proc/convert_to_archdevil()
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maxHealth = 5000 // not an IMPOSSIBLE amount, but still near impossible.
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ascended = 1
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health = maxHealth
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icon_state = "arch_devil"
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/mob/living/carbon/true_devil/proc/set_name()
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name = mind.devilinfo.truename
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real_name = name
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/mob/living/carbon/true_devil/Login()
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..()
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mind.announceDevilLaws()
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/mob/living/carbon/true_devil/death(gibbed)
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stat = DEAD
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..(gibbed)
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drop_l_hand()
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drop_r_hand()
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spawn (0)
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mind.devilinfo.beginResurrectionCheck(src)
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/mob/living/carbon/true_devil/examine(mob/user)
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var/msg = "<span class='info'>*---------*\nThis is \icon[src] <b>[src]</b>!\n"
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//Left hand items
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if(l_hand && !(l_hand.flags&ABSTRACT))
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if(l_hand.blood_DNA)
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msg += "<span class='warning'>It is holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] blood-stained [l_hand.name] in its left hand!</span>\n"
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else
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msg += "It is holding \icon[l_hand] \a [l_hand] in its left hand.\n"
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//Right hand items
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if(r_hand && !(r_hand.flags&ABSTRACT))
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if(r_hand.blood_DNA)
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msg += "<span class='warning'>It is holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] blood-stained [r_hand.name] in its right hand!</span>\n"
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else
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msg += "It is holding \icon[r_hand] \a [r_hand] in its right hand.\n"
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//Braindead
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if(!client && stat != DEAD)
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msg += "The devil seems to be in deep contemplation.\n"
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//Damaged
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if(stat == DEAD)
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msg += "<span class='deadsay'>The hellfire seems to have been extinguished, for now at least.</span>\n"
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else if(health < (maxHealth/10))
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msg += "<span class='warning'>You can see hellfire inside of it's gaping wounds.</span>\n"
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else if(health < (maxHealth/2))
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msg += "<span class='warning'>You can see hellfire inside of it's wounds.</span>\n"
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msg += "*---------*</span>"
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user << msg
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/mob/living/carbon/true_devil/IsAdvancedToolUser()
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return 1
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/mob/living/carbon/true_devil/canUseTopic(atom/movable/M, be_close = 0)
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if(incapacitated())
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return 0
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if(be_close && !in_range(M, src))
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return 0
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return 1
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/mob/living/carbon/true_devil/assess_threat()
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return 666
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/mob/living/carbon/true_devil/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0)
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if(mind && has_bane(BANE_LIGHT))
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mind.disrupt_spells(-500)
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return ..() //flashes don't stop devils UNLESS it's their bane.
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/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
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var/weakness = check_weakness(I, user)
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apply_damage(I.force * weakness, I.damtype, def_zone)
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var/message_verb = ""
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if(I.attack_verb && I.attack_verb.len)
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message_verb = "[pick(I.attack_verb)]"
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else if(I.force)
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message_verb = "attacked"
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var/attack_message = "[src] has been [message_verb] with [I]."
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if(user)
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user.do_attack_animation(src)
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if(user in viewers(src, null))
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attack_message = "[user] has [message_verb] [src] with [I]!"
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if(message_verb)
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visible_message("<span class='danger'>[attack_message]</span>",
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"<span class='userdanger'>[attack_message]</span>")
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return TRUE
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/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity)
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A.attack_hand(src)
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/mob/living/carbon/true_devil/Process_Spacemove(movement_dir = 0)
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return 1
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/mob/living/carbon/true_devil/singularity_act()
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if(ascended)
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return 0
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return ..()
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/mob/living/carbon/true_devil/attack_ghost(mob/dead/observer/user as mob)
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if(ascended || user.mind.soulOwner == src.mind)
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var/mob/living/simple_animal/imp/S = new(get_turf(loc))
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S.key = user.key
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S.mind.assigned_role = "Imp"
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S.mind.special_role = "Imp"
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var/datum/objective/newobjective = new
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newobjective.explanation_text = "Try to get a promotion to a higher devilic rank."
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S.mind.objectives += newobjective
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S << S.playstyle_string
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S << "<B>Objective #[1]</B>: [newobjective.explanation_text]"
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return
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else
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return ..()
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/mob/living/carbon/true_devil/can_be_revived()
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return 1
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/mob/living/carbon/true_devil/resist_fire()
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//They're immune to fire.
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/mob/living/carbon/true_devil/attack_hand(mob/living/carbon/human/M)
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if(..())
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switch(M.a_intent)
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if ("harm")
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var/damage = rand(1, 5)
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playsound(loc, "punch", 25, 1, -1)
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visible_message("<span class='danger'>[M] has punched [src]!</span>", \
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"<span class='userdanger'>[M] has punched [src]!</span>")
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adjustBruteLoss(damage)
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add_logs(M, src, "attacked")
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updatehealth()
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if ("disarm")
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if (!lying && !ascended) //No stealing the arch devil's pitchfork.
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if (prob(5))
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Paralyse(2)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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add_logs(M, src, "pushed")
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visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
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"<span class='userdanger'>[M] has pushed down [src]!</span>")
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else
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if (prob(25))
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drop_item()
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("<span class='danger'>[M] has disarmed [src]!</span>", \
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"<span class='userdanger'>[M] has disarmed [src]!</span>")
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else
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='danger'>[M] has attempted to disarm [src]!</span>")
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/mob/living/carbon/true_devil/handle_breathing()
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// devils do not need to breathe
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/mob/living/carbon/true_devil/is_literate()
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return 1
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/mob/living/carbon/true_devil/ex_act(severity, ex_target)
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if(!ascended)
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var/b_loss
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switch (severity)
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if (1)
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b_loss = 500
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if (2)
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b_loss = 150
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if(3)
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b_loss = 30
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if(has_bane(BANE_LIGHT))
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b_loss *=2
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adjustBruteLoss(b_loss)
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return ..()
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@@ -0,0 +1,61 @@
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/mob/living/carbon/true_devil/unEquip(obj/item/I, force)
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if(..(I,force))
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update_inv_hands()
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return 1
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return 0
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/mob/living/carbon/true_devil/proc/update_inv_hands()
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//TODO LORDPIDEY: Figure out how to make the hands line up properly. the l/r_hand_image should use the down sprite when facing down, left, or right, and the up sprite when facing up.
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remove_overlay(DEVIL_HANDS_LAYER)
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var/list/hands_overlays = list()
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if(r_hand)
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var/r_state = r_hand.item_state
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if(!r_state)
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r_state = r_hand.icon_state
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var/image/r_hand_image = r_hand.build_worn_icon(state = r_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = r_hand.righthand_file, isinhands = TRUE)
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hands_overlays += r_hand_image
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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r_hand.layer = ABOVE_HUD_LAYER
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r_hand.screen_loc = ui_rhand
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client.screen |= r_hand
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if(l_hand)
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var/l_state = l_hand.item_state
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if(!l_state)
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l_state = l_hand.icon_state
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var/image/l_hand_image = l_hand.build_worn_icon(state = l_state, default_layer = DEVIL_HANDS_LAYER, default_icon_file = l_hand.lefthand_file, isinhands = TRUE)
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hands_overlays += l_hand_image
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if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
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l_hand.layer = ABOVE_HUD_LAYER
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l_hand.screen_loc = ui_lhand
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client.screen |= l_hand
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if(hands_overlays.len)
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devil_overlays[DEVIL_HANDS_LAYER] = hands_overlays
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apply_overlay(DEVIL_HANDS_LAYER)
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/mob/living/carbon/true_devil/update_inv_l_hand()
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update_inv_hands()
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/mob/living/carbon/true_devil/update_inv_r_hand()
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update_inv_hands()
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/mob/living/carbon/true_devil/remove_overlay(cache_index)
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if(devil_overlays[cache_index])
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overlays -= devil_overlays[cache_index]
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devil_overlays[cache_index] = null
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/mob/living/carbon/true_devil/apply_overlay(cache_index)
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var/image/I = devil_overlays[cache_index]
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if(I)
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add_overlay(I)
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