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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@@ -2,6 +2,7 @@
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icon = 'icons/obj/structures.dmi'
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pressure_resistance = 8
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max_integrity = 300
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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var/climb_time = 20
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var/climb_stun = 20
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var/climbable = FALSE
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@@ -26,16 +27,13 @@
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/obj/structure/attack_hand(mob/user)
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. = ..()
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add_fingerprint(user)
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if(.)
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return
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if(structureclimber && structureclimber != user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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structureclimber.Knockdown(40)
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structureclimber.visible_message("<span class='warning'>[structureclimber] has been knocked off [src].", "You're knocked off [src]!", "You see [structureclimber] get knocked off [src].</span>")
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interact(user)
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/obj/structure/interact(mob/user)
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ui_interact(user)
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/obj/structure/ui_act(action, params)
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..()
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@@ -49,15 +47,14 @@
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if(user.canmove)
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climb_structure(user)
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return
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if ((!( istype(O, /obj/item) ) || user.get_active_held_item() != O))
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if(!istype(O, /obj/item) || user.get_active_held_item() != O)
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return
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if(iscyborg(user))
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return
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if(!user.drop_all_held_items())
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if(!user.dropItemToGround(O))
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return
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if (O.loc != src.loc)
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step(O, get_dir(O, src))
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return
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/obj/structure/proc/do_climb(atom/movable/A)
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if(climbable)
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