Tg 2 11 sync (#215)
* first series of updates * datums * games folder * admin and atmosia stuffs * moar * mob updates borg riding * sprites and stuff * fixes for various things * oops. some missed fixes
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@@ -99,26 +99,28 @@
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flags_cover = MASKCOVERSEYES
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resistance_flags = FLAMMABLE
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actions_types = list(/datum/action/item_action/adjust)
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/obj/item/clothing/mask/gas/mime/attack_self(mob/user)
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cycle_mask(user)
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/obj/item/clothing/mask/gas/mime/ui_action_click(mob/user)
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if(!istype(user) || user.incapacitated())
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return
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/obj/item/clothing/mask/gas/mime/proc/cycle_mask(mob/user)
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switch(icon_state)
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if("mime")
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icon_state = "sadmime"
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if("sadmime")
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icon_state = "scaredmime"
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if("scaredmime")
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icon_state = "sexymime"
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if("sexymime")
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icon_state = "mime"
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user.update_inv_wear_mask()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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user << "<span class='notice'>You adjust your mask to portray a different emotion.</span>"
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return 1
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var/list/options = list()
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options["Blanc"] = "mime"
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options["Triste"] = "sadmime"
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options["Effrayé"] = "scaredmime"
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options["Excité"] ="sexymime"
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var/choice = input(user,"To what form do you wish to Morph this mask?","Morph Mask") in options
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if(src && choice && !user.incapacitated() && in_range(user,src))
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icon_state = options[choice]
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user.update_inv_wear_mask()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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user << "<span class='notice'>Your Mime Mask has now morphed into [choice]!</span>"
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return 1
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/obj/item/clothing/mask/gas/monkeymask
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name = "monkey mask"
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@@ -170,6 +172,7 @@
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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actions_types = list(/datum/action/item_action/adjust)
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dog_fashion = null
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@@ -186,7 +189,6 @@ obj/item/clothing/mask/gas/tiki_mask/ui_action_click(mob/user)
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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item_state = options[choice]
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user.update_inv_wear_mask()
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for(var/X in actions)
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var/datum/action/A = X
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@@ -268,6 +268,11 @@
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/obj/item/clothing/suit/armor/reactive/tesla
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name = "reactive tesla armor"
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desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
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siemens_coefficient = -1
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var/tesla_power = 25000
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var/tesla_range = 20
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var/tesla_boom = FALSE
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var/tesla_stun = FALSE
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/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, attack_text)
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if(!active)
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@@ -277,15 +282,10 @@
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive telsa armor are still recharging! The armor merely emits some sparks.</spawn>")
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owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.</spawn>")
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return
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owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out arcs of lightning!</span>")
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for(var/mob/living/M in view(6, owner))
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if(M == owner)
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continue
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owner.Beam(M,icon_state="lightning[rand(1, 12)]",time=5)
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M.adjustFireLoss(25)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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tesla_zap(owner,tesla_range,tesla_power,tesla_boom, tesla_stun)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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