Merge pull request #11485 from Ghommie/Ghommie-cit625
Fixing a little issue with the musician trait etcetera.
This commit is contained in:
@@ -32,16 +32,16 @@
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..()
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..()
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switch(stage)
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switch(stage)
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if(1)
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if(1)
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if (prob(stage_prob) && stage1)
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if (prob(stage_prob) && length(stage1))
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to_chat(affected_mob, pick(stage1))
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to_chat(affected_mob, pick(stage1))
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if(2)
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if(2)
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if (prob(stage_prob) && stage2)
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if (prob(stage_prob) && length(stage2))
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to_chat(affected_mob, pick(stage2))
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to_chat(affected_mob, pick(stage2))
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if(3)
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if(3)
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if (prob(stage_prob*2) && stage3)
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if (prob(stage_prob*2) && length(stage3))
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to_chat(affected_mob, pick(stage3))
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to_chat(affected_mob, pick(stage3))
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if(4)
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if(4)
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if (prob(stage_prob*2) && stage4)
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if (prob(stage_prob*2) && length(stage4))
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to_chat(affected_mob, pick(stage4))
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to_chat(affected_mob, pick(stage4))
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if(5)
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if(5)
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do_disease_transformation(affected_mob)
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do_disease_transformation(affected_mob)
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@@ -162,7 +162,7 @@
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desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
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desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
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severity = DISEASE_SEVERITY_BIOHAZARD
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severity = DISEASE_SEVERITY_BIOHAZARD
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visibility_flags = 0
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visibility_flags = 0
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stage1 = list()
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stage1 = null
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stage2 = list("Your joints feel stiff.", "<span class='danger'>Beep...boop..</span>")
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stage2 = list("Your joints feel stiff.", "<span class='danger'>Beep...boop..</span>")
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stage3 = list("<span class='danger'>Your joints feel very stiff.</span>", "Your skin feels loose.", "<span class='danger'>You can feel something move...inside.</span>")
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stage3 = list("<span class='danger'>Your joints feel very stiff.</span>", "Your skin feels loose.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very loose.</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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stage4 = list("<span class='danger'>Your skin feels very loose.</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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@@ -195,7 +195,7 @@
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desc = "This disease changes the victim into a xenomorph."
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desc = "This disease changes the victim into a xenomorph."
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severity = DISEASE_SEVERITY_BIOHAZARD
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severity = DISEASE_SEVERITY_BIOHAZARD
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visibility_flags = 0
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visibility_flags = 0
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stage1 = list()
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stage1 = null
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stage2 = list("Your throat feels scratchy.", "<span class='danger'>Kill...</span>")
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stage2 = list("Your throat feels scratchy.", "<span class='danger'>Kill...</span>")
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stage3 = list("<span class='danger'>Your throat feels very scratchy.</span>", "Your skin feels tight.", "<span class='danger'>You can feel something move...inside.</span>")
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stage3 = list("<span class='danger'>Your throat feels very scratchy.</span>", "Your skin feels tight.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very tight.</span>", "<span class='danger'>Your blood boils!</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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stage4 = list("<span class='danger'>Your skin feels very tight.</span>", "<span class='danger'>Your blood boils!</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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@@ -108,10 +108,10 @@
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var/mob/living/carbon/human/H = quirk_holder
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/choice_beacon/music/B = new(get_turf(H))
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var/obj/item/choice_beacon/music/B = new(get_turf(H))
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H.put_in_hands(B)
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H.put_in_hands(B)
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H.equip_to_slot(B, SLOT_IN_BACKPACK)
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H.equip_to_slot_if_possible(B, SLOT_IN_BACKPACK)
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var/obj/item/musicaltuner/musicaltuner = new(get_turf(H))
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var/obj/item/musicaltuner/musicaltuner = new(get_turf(H))
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H.put_in_hands(musicaltuner)
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H.put_in_hands(musicaltuner)
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H.equip_to_slot(musicaltuner, SLOT_IN_BACKPACK)
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H.equip_to_slot_if_possible(musicaltuner, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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H.regenerate_icons()
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/datum/quirk/photographer
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/datum/quirk/photographer
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@@ -219,8 +219,9 @@
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O = new R.result_type(usr.drop_location())
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O = new R.result_type(usr.drop_location())
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if(O)
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if(O)
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O.setDir(usr.dir)
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O.setDir(usr.dir)
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log_craft("[O] crafted by [usr] at [loc_name(O.loc)]")
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use(R.req_amount * multiplier)
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use(R.req_amount * multiplier)
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log_craft("[O] crafted by [usr] at [loc_name(O.loc)]")
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if(R.applies_mats && custom_materials && custom_materials.len)
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if(R.applies_mats && custom_materials && custom_materials.len)
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var/list/used_materials = list()
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var/list/used_materials = list()
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@@ -70,7 +70,8 @@
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/turf/closed/wall/proc/break_wall()
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/turf/closed/wall/proc/break_wall()
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new sheet_type(src, sheet_amount)
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new sheet_type(src, sheet_amount)
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return new girder_type(src)
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if(girder_type)
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return new girder_type(src)
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/turf/closed/wall/proc/devastate_wall()
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/turf/closed/wall/proc/devastate_wall()
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new sheet_type(src, sheet_amount)
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new sheet_type(src, sheet_amount)
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@@ -397,7 +397,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(I.flags_inv & HIDEFACIALHAIR)
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if(I.flags_inv & HIDEFACIALHAIR)
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facialhair_hidden = TRUE
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facialhair_hidden = TRUE
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if(H.wear_mask)
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if(H.wear_mask && istype(H.wear_mask))
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var/obj/item/clothing/mask/M = H.wear_mask
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var/obj/item/clothing/mask/M = H.wear_mask
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dynamic_fhair_suffix = M.dynamic_fhair_suffix //mask > head in terms of facial hair
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dynamic_fhair_suffix = M.dynamic_fhair_suffix //mask > head in terms of facial hair
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if(M.flags_inv & HIDEFACIALHAIR)
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if(M.flags_inv & HIDEFACIALHAIR)
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@@ -451,7 +451,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(I.flags_inv & HIDEHAIR)
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if(I.flags_inv & HIDEHAIR)
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hair_hidden = TRUE
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hair_hidden = TRUE
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if(H.wear_mask)
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if(H.wear_mask && istype(H.wear_mask))
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var/obj/item/clothing/mask/M = H.wear_mask
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var/obj/item/clothing/mask/M = H.wear_mask
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if(!dynamic_hair_suffix) //head > mask in terms of head hair
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if(!dynamic_hair_suffix) //head > mask in terms of head hair
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dynamic_hair_suffix = M.dynamic_hair_suffix
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dynamic_hair_suffix = M.dynamic_hair_suffix
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@@ -445,7 +445,7 @@
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sleep(3)
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sleep(3)
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step_to(src,movement_target,1)
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step_to(src,movement_target,1)
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if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
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if(movement_target?.loc) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
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if (movement_target.loc.x < src.x)
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if (movement_target.loc.x < src.x)
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setDir(WEST)
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setDir(WEST)
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else if (movement_target.loc.x > src.x)
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else if (movement_target.loc.x > src.x)
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@@ -319,6 +319,8 @@
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on_mob.forceMove(scanning)
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on_mob.forceMove(scanning)
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for(var/i in 1 to light_beam_distance)
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for(var/i in 1 to light_beam_distance)
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scanning = get_step(scanning, scandir)
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scanning = get_step(scanning, scandir)
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if(!scanning)
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break
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if(scanning.opacity || scanning.has_opaque_atom)
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if(scanning.opacity || scanning.has_opaque_atom)
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stop = TRUE
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stop = TRUE
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var/obj/effect/abstract/eye_lighting/L = LAZYACCESS(eye_lighting, i)
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var/obj/effect/abstract/eye_lighting/L = LAZYACCESS(eye_lighting, i)
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