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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@@ -54,7 +54,9 @@
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max_spawned = base.max_spawned
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icon_state = "[base_state]_active"
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active = TRUE
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walk_away(src,loc,rand(1,4))
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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addtimer(CALLBACK(src, .proc/prime), rand(15,60))
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/obj/item/grenade/clusterbuster/segment/prime()
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@@ -76,7 +78,9 @@
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if(istype(P))
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P.active = TRUE
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addtimer(CALLBACK(P, /obj/item/grenade/proc/prime), rand(15,60))
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walk_away(P,loc,rand(1,4))
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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/obj/effect/payload_spawner/random_slime
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var/volatile = FALSE
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@@ -85,10 +89,17 @@
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volatile = TRUE
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/obj/item/slime_extract/proc/activate_slime()
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var/list/slime_chems = list("plasma","water","blood")
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for(var/i in 1 to slime_chems.len)
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if(!QDELETED(src))
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reagents.add_reagent(pick_n_take(slime_chems),5) //Add them in random order so we get all effects
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var/list/slime_chems = src.activate_reagents
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if(!QDELETED(src))
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var/chem = pick(slime_chems)
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var/amount = 5
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if(chem == "lesser plasma") //In the rare case we get another rainbow.
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chem = "plasma"
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amount = 4
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if(chem == "holy water and uranium")
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chem = "uranium"
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reagents.add_reagent("holywater")
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reagents.add_reagent(chem,amount)
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/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
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for(var/loop = numspawned ,loop > 0, loop--)
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@@ -96,7 +107,9 @@
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var/obj/item/slime_extract/P = new chosen(loc)
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if(volatile)
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addtimer(CALLBACK(P, /obj/item/slime_extract/proc/activate_slime), rand(15,60))
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walk_away(P,loc,rand(1,4))
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var/steps = rand(1,4)
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for(var/i in 1 to steps)
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step_away(src,loc)
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//////////////////////////////////
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//Custom payload clusterbusters
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@@ -108,10 +108,6 @@
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else
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return ..()
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/obj/item/grenade/attack_hand()
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walk(src, null, null)
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..()
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/obj/item/grenade/attack_paw(mob/user)
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return attack_hand(user)
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