things with stuff (#6233)
* buncha things from upstream * datums globals, onclick * datums * game folder, holy shit mirror bot why * modules * icons * dme * compiles cleanly * tools purge * updates maps * double check just because. and wew lad * incidentally, this needs more work first * some things * weh * sound cleanup and icons * reeeee * compile issues * oh look, fresh code sync * cleans up some unused icons * dirty vars * reeeeeeeeeeeeeeee * wew lad. fuck off with this already
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@@ -78,14 +78,6 @@
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var/obj/machinery/mech_bay_recharge_port/recharge_port
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light_color = LIGHT_COLOR_PINK
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/obj/machinery/computer/mech_bay_power_console/attack_ai(mob/user)
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return interact(user)
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/obj/machinery/computer/mech_bay_power_console/attack_hand(mob/user)
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if(..())
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return
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interact(user)
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/obj/machinery/computer/mech_bay_power_console/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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@@ -247,14 +247,9 @@
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/obj/machinery/mecha_part_fabricator/proc/get_construction_time_w_coeff(datum/design/D, roundto = 1) //aran
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return round(initial(D.construction_time)*time_coeff, roundto)
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/obj/machinery/mecha_part_fabricator/attack_hand(mob/user)
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if(!(..()))
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return interact(user)
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/obj/machinery/mecha_part_fabricator/interact(mob/user as mob)
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/obj/machinery/mecha_part_fabricator/ui_interact(mob/user as mob)
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. = ..()
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var/dat, left_part
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if (..())
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return
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user.set_machine(src)
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var/turf/exit = get_step(src,(dir))
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if(exit.density)
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@@ -9,10 +9,8 @@
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var/screen = 0
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var/stored_data
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/obj/machinery/computer/mecha/attack_hand(mob/user)
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if(..())
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return
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user.set_machine(src)
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/obj/machinery/computer/mecha/ui_interact(mob/user)
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. = ..()
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var/dat = "<html><head><title>[src.name]</title><style>h3 {margin: 0px; padding: 0px;}</style></head><body>"
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if(screen == 0)
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dat += "<h3>Tracking beacons data</h3>"
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@@ -36,7 +34,6 @@
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user << browse(dat, "window=computer;size=400x500")
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onclose(user, "computer")
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return
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/obj/machinery/computer/mecha/Topic(href, href_list)
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if(..())
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@@ -55,6 +55,9 @@
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/obj/mecha/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE) // Ugh. Ideally we shouldn't be setting cooldowns outside of click code.
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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playsound(loc, 'sound/weapons/tap.ogg', 40, 1, -1)
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@@ -319,7 +322,7 @@
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if(L)
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L.ratvar_act()
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/obj/mecha/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect, end_pixel_y)
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/obj/mecha/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
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if(!no_effect)
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if(selected)
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used_item = selected
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@@ -12,6 +12,7 @@
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/obj/item/mecha_parts/chassis
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name = "Mecha Chassis"
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icon_state = "backbone"
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interaction_flags_item = NONE //Don't pick us up!!
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var/construct_type
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/obj/item/mecha_parts/chassis/Initialize()
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@@ -19,9 +20,6 @@
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if(construct_type)
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AddComponent(construct_type)
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/obj/item/mecha_parts/chassis/attack_hand()
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return
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/////////// Ripley
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/obj/item/mecha_parts/chassis/ripley
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