Revert "MODsuits"
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@@ -35,7 +35,6 @@
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#define MEDAL_HOT_DAMN "Hot Damn!"
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#define MEDAL_CAYENNE_DISK "Very Important Piscis"
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#define MEDAL_TRAM_SURFER "Tram Surfer"
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#define MEDAL_SPRINGLOCK "The Man Inside the Modsuit"
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//Skill medal hub IDs
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#define MEDAL_LEGENDARY_MINER "Legendary Miner"
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@@ -474,8 +474,6 @@
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#define COMSIG_ITEM_AFTERATTACK "item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, params)
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#define COMSIG_ITEM_ALT_AFTERATTACK "item_alt_afterattack" //from base of obj/item/altafterattack(): (atom/target, mob/user, proximity, params)
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#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
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/// A mob has just unequipped an item.
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#define COMSIG_MOB_UNEQUIPPED_ITEM "mob_unequipped_item"
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// Do not grant actions on equip.
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#define COMPONENT_NO_GRANT_ACTIONS 1
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#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
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@@ -1,3 +0,0 @@
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/// from base of atom/movable/Process_Spacemove(): (movement_dir)
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#define COMSIG_MOVABLE_SPACEMOVE "spacemove"
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#define COMSIG_MOVABLE_STOP_SPACEMOVE (1<<0)
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@@ -1,14 +0,0 @@
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/// From /datum/surgery/New(): (datum/surgery/surgery, surgery_location (body zone), obj/item/bodypart/targeted_limb)
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#define COMSIG_MOB_SURGERY_STARTED "mob_surgery_started"
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/// From /datum/surgery_step/success(): (datum/surgery_step/step, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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#define COMSIG_MOB_SURGERY_STEP_SUCCESS "mob_surgery_step_success"
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/// From /obj/item/shockpaddles/proc/do_success(): (obj/item/shockpaddles/source)
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#define COMSIG_DEFIBRILLATOR_SUCCESS "defib_success"
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#define COMPONENT_DEFIB_STOP (1<<0)
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/// From /datum/surgery/can_start(): (mob/source, datum/surgery/surgery, mob/living/patient)
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#define COMSIG_SURGERY_STARTING "surgery_starting"
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#define COMPONENT_CANCEL_SURGERY (1<<0)
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#define COMPONENT_FORCE_SURGERY (1<<1)
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@@ -1,35 +0,0 @@
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//MODsuit signals
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/// Called when a module is selected to be the active one from on_select(obj/item/mod/module/module)
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#define COMSIG_MOD_MODULE_SELECTED "mod_module_selected"
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/// Called when a MOD deploys one or more of its parts.
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#define COMSIG_MOD_DEPLOYED "mod_deployed"
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/// Called when a MOD retracts one or more of its parts.
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#define COMSIG_MOD_RETRACTED "mod_retracted"
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/// Called when a MOD is finished toggling itself.
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#define COMSIG_MOD_TOGGLED "mod_toggled"
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/// Called when a MOD activation is called from toggle_activate(mob/user)
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#define COMSIG_MOD_ACTIVATE "mod_activate"
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/// Cancels the suit's activation
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#define MOD_CANCEL_ACTIVATE (1 << 0)
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/// Called when a MOD finishes having a module removed from it.
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#define COMSIG_MOD_MODULE_REMOVED "mod_module_removed"
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/// Called when a MOD finishes having a module added to it.
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#define COMSIG_MOD_MODULE_ADDED "mod_module_added"
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/// Called when a MOD is having modules removed from crowbar_act(mob/user, obj/crowbar)
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#define COMSIG_MOD_MODULE_REMOVAL "mod_module_removal"
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/// Cancels the removal of modules
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#define MOD_CANCEL_REMOVAL (1 << 0)
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/// Called when a module attempts to activate, however it does. At the end of checks so you can add some yourself, or work on trigger behavior (mob/user)
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#define COMSIG_MODULE_TRIGGERED "mod_module_triggered"
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/// Cancels activation, with no message. Include feedback on your cancel.
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#define MOD_ABORT_USE (1<<0)
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/// Called when a module activates, after all checks have passed and cooldown started.
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#define COMSIG_MODULE_ACTIVATED "mod_module_activated"
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/// Called when a module deactivates, after all checks have passed.
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#define COMSIG_MODULE_DEACTIVATED "mod_module_deactivated"
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/// Called when a module is used, after all checks have passed and cooldown started.
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#define COMSIG_MODULE_USED "mod_module_used"
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/// Called when the MODsuit wearer is set.
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#define COMSIG_MOD_WEARER_SET "mod_wearer_set"
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/// Called when the MODsuit wearer is unset.
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#define COMSIG_MOD_WEARER_UNSET "mod_wearer_unset"
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@@ -1,2 +0,0 @@
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///Sent by /datum/reagents/proc/reaction, used for /obj/item/mod/module/springlock
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#define COMSIG_ATOM_EXPOSE_REAGENTS "atom_expose_reagents"
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@@ -1,40 +0,0 @@
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/// Default value for the max_complexity var on MODsuits
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#define DEFAULT_MAX_COMPLEXITY 15
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/// Default cell drain per process on MODsuits
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#define DEFAULT_CHARGE_DRAIN 5
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/// Default time for a part to seal
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#define MOD_ACTIVATION_STEP_TIME (2 SECONDS)
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/// Passive module, just acts when put in naturally.
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#define MODULE_PASSIVE 0
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/// Usable module, does something when you press a button.
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#define MODULE_USABLE 1
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/// Toggle module, you turn it on/off and it does stuff.
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#define MODULE_TOGGLE 2
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/// Actively usable module, you may only have one selected at a time.
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#define MODULE_ACTIVE 3
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//Defines used by the theme for clothing flags and similar
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#define CONTROL_LAYER "control_layer"
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#define HELMET_FLAGS "helmet_flags"
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#define CHESTPLATE_FLAGS "chestplate_flags"
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#define GAUNTLETS_FLAGS "gauntlets_flags"
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#define BOOTS_FLAGS "boots_flags"
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#define UNSEALED_LAYER "unsealed_layer"
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#define UNSEALED_CLOTHING "unsealed_clothing"
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#define SEALED_CLOTHING "sealed_clothing"
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#define UNSEALED_INVISIBILITY "unsealed_invisibility"
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#define SEALED_INVISIBILITY "sealed_invisibility"
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#define UNSEALED_COVER "unsealed_cover"
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#define SEALED_COVER "sealed_cover"
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#define CAN_OVERSLOT "can_overslot"
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//Defines used to override MOD clothing's icon and worn icon files in the skin.
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#define MOD_ICON_OVERRIDE "mod_icon_override"
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#define MOD_WORN_ICON_OVERRIDE "mod_worn_icon_override"
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/// Global list of all /datum/mod_theme
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GLOBAL_LIST_INIT(mod_themes, setup_mod_themes())
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@@ -158,18 +158,6 @@
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#define TRAIT_CALCIUM_HEALER "calcium_healer"
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#define TRAIT_MAGIC_CHOKE "magic_choke"
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#define TRAIT_CAPTAIN_METABOLISM "captain-metabolism"
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/// Like antimagic, but doesn't block the user from casting
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#define TRAIT_ANTIMAGIC_NO_SELFBLOCK "anti_magic_no_selfblock"
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/// Gives us turf, mob and object vision through walls
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#define TRAIT_XRAY_VISION "xray_vision"
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/// Gives us mob vision through walls and slight night vision
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#define TRAIT_THERMAL_VISION "thermal_vision"
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/// Gives us turf vision through walls and slight night vision
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#define TRAIT_MESON_VISION "meson_vision"
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/// Gives us Night vision
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#define TRAIT_TRUE_NIGHT_VISION "true_night_vision"
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/// Lets us scan reagents
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#define TRAIT_REAGENT_SCANNER "reagent_scanner"
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#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
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#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
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#define TRAIT_SURGEON "surgeon"
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@@ -225,6 +213,8 @@
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#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
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#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
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#define TRAIT_FREESPRINT "free_sprinting"
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#define TRAIT_XRAY_VISION "xray_vision"
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#define TRAIT_THERMAL_VISION "thermal_vision"
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#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
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#define TRAIT_NO_INTERNALS "no-internals"
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#define TRAIT_TOXIC_ALCOHOL "alcohol_intolerance"
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@@ -389,5 +379,3 @@
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#define STATION_TRAIT_FILLED_MAINT "station_trait_filled_maint"
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#define STATION_TRAIT_EMPTY_MAINT "station_trait_empty_maint"
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#define STATION_TRAIT_PDA_GLITCHED "station_trait_pda_glitched"
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/// Trait applied by MODsuits.
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#define MOD_TRAIT "mod"
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