April sync (#360)
* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
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+9
-13
@@ -31,13 +31,16 @@
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Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location,control,params)
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usr.ClickOn(src, params)
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if(initialized)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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usr.DblClickOn(src,params)
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if(initialized)
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usr.DblClickOn(src,params)
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/atom/MouseWheel(delta_x,delta_y,location,control,params)
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usr.MouseWheelOn(src, delta_x, delta_y, params)
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if(initialized)
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usr.MouseWheelOn(src, delta_x, delta_y, params)
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/*
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Standard mob ClickOn()
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@@ -114,10 +117,7 @@
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if(A.ClickAccessible(src, depth=INVENTORY_DEPTH))
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// No adjacency needed
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if(W)
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if(W.pre_attackby(A,src,params))
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var/resolved = A.attackby(W,src)
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if(!resolved && A && W)
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W.afterattack(A,src,1,params) // 1 indicates adjacency
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melee_item_attack_chain(src, W, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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@@ -131,11 +131,7 @@
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if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
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if(Adjacent(A) || (W && CheckReach(src, A, W.reach))) //Adjacent or reaching attacks
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if(W)
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if(W.pre_attackby(A,src,params))
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = A.attackby(W,src,params)
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if(!resolved && A && W)
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W.afterattack(A,src,1,params) // 1: clicking something Adjacent
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melee_item_attack_chain(src, W, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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@@ -163,7 +159,7 @@
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if(dummy.loc == there.loc)
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qdel(dummy)
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return 1
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if(there.density && dummy in range(1, there)) //For windows and
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if(there.density && dummy in range(1, there)) //For windows and suchlike
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qdel(dummy)
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return 1
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if(!dummy.Move(T)) //we're blocked!
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