Merge pull request #2122 from Citadel-Station-13/upstream-merge-29485
[MIRROR] Map Spellcheck
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@@ -95,7 +95,7 @@
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if("vr_connect")
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var/mob/living/carbon/human/human_occupant = occupant
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if(human_occupant && human_occupant.mind)
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to_chat(occupant, "<span class='warning'>Transfering to virtual reality...</span>")
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to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
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if(vr_human)
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vr_human.revert_to_reality(FALSE, FALSE)
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human_occupant.mind.transfer_to(vr_human)
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@@ -437,7 +437,7 @@
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if("eject")
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if(holding)
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if(valve_open)
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investigate_log("[key_name(usr)] removed the [holding], leaving the valve open and transfering into the <span class='boldannounce'>air</span><br>", INVESTIGATE_ATMOS)
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investigate_log("[key_name(usr)] removed the [holding], leaving the valve open and transferring into the <span class='boldannounce'>air</span><br>", INVESTIGATE_ATMOS)
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holding.forceMove(get_turf(src))
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holding = null
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. = TRUE
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@@ -375,7 +375,7 @@
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pocell.maxcharge *= CG.rate*1000
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pocell.charge = pocell.maxcharge
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pocell.name = "[G.name] battery"
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pocell.desc = "A rechargable plant based power cell. This one has a power rating of [pocell.maxcharge], and you should not swallow it."
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pocell.desc = "A rechargeable plant based power cell. This one has a power rating of [pocell.maxcharge], and you should not swallow it."
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if(G.reagents.has_reagent("plasma", 2))
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pocell.rigged = 1
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File diff suppressed because one or more lines are too long
@@ -1,6 +1,6 @@
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/obj/item/weapon/stock_parts/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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desc = "A rechargeable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_state = "cell"
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@@ -164,7 +164,7 @@
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/* Cell variants*/
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/obj/item/weapon/stock_parts/cell/crap
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name = "\improper Nanotrasen brand rechargable AA battery"
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name = "\improper Nanotrasen brand rechargeable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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maxcharge = 500
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materials = list(MAT_GLASS=40)
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@@ -175,7 +175,7 @@
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charge = 0
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/obj/item/weapon/stock_parts/cell/secborg
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name = "security borg rechargable D battery"
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name = "security borg rechargeable D battery"
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origin_tech = null
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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materials = list(MAT_GLASS=40)
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@@ -247,7 +247,7 @@
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/obj/item/weapon/stock_parts/cell/bluespace
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name = "bluespace power cell"
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desc = "A rechargable transdimensional power cell."
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desc = "A rechargeable transdimensional power cell."
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origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4"
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icon_state = "bscell"
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maxcharge = 40000
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@@ -287,7 +287,7 @@
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/obj/item/weapon/stock_parts/cell/potato
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name = "potato battery"
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desc = "A rechargable starch based power cell."
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desc = "A rechargeable starch based power cell."
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "potato"
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origin_tech = "powerstorage=1;biotech=1"
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@@ -412,7 +412,7 @@
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/obj/item/weapon/gun/ballistic/automatic/laser
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name = "laser rifle"
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desc = "Though sometimes mocked for the relatively weak firepower of their energy weapons, the logistic miracle of rechargable ammunition has given Nanotrasen a decisive edge over many a foe."
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desc = "Though sometimes mocked for the relatively weak firepower of their energy weapons, the logistic miracle of rechargeable ammunition has given Nanotrasen a decisive edge over many a foe."
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icon_state = "oldrifle"
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item_state = "arg"
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mag_type = /obj/item/ammo_box/magazine/recharge
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@@ -17,7 +17,7 @@
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/*
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Urist: I don't feel like figuring out how you store object spells so I'm leaving this for you to do.
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Make sure spells that are removed from spell_list are actually removed and deleted when mind transfering.
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Make sure spells that are removed from spell_list are actually removed and deleted when mind transferring.
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Also, you never added distance checking after target is selected. I've went ahead and did that.
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*/
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/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets, mob/living/user = usr, distanceoverride)
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@@ -225,7 +225,7 @@
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/**
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* private
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*
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* Handle clients switching mobs, by transfering their UIs.
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* Handle clients switching mobs, by transferring their UIs.
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*
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* required user source The client's original mob.
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* required user target The client's new mob.
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