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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@@ -1,12 +1,10 @@
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/obj
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languages_spoken = HUMAN
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languages_understood = HUMAN
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var/crit_fail = 0
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var/crit_fail = FALSE
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animate_movement = 2
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var/throwforce = 0
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var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/damtype = BRUTE
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var/force = 0
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var/list/armor
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@@ -18,14 +16,25 @@
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var/acid_level = 0 //how much acid is on that obj
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var/being_shocked = 0
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var/being_shocked = FALSE
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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var/persistence_replacement = null //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/unique_rename = 0 // can you customize the description/name of the thing?
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/unique_rename = FALSE // can you customize the description/name of the thing?
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var/dangerous_possession = FALSE //Admin possession yes/no
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/obj/vv_edit_var(vname, vval)
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switch(vname)
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if("dangerous_possession")
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return FALSE
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if("control_object")
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var/obj/O = vval
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if(istype(O) && O.dangerous_possession)
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return FALSE
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..()
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/obj/Initialize()
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..()
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