Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into station_traits
This commit is contained in:
@@ -102,7 +102,7 @@
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factory.spores += src
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. = ..()
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/mob/living/simple_animal/hostile/blob/blobspore/BiologicalLife(seconds, times_fired)
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/mob/living/simple_animal/hostile/blob/blobspore/BiologicalLife(delta_time, times_fired)
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if(!(. = ..()))
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return
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if(!is_zombie && isturf(src.loc))
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@@ -233,7 +233,7 @@
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return FALSE
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return ..()
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/mob/living/simple_animal/hostile/blob/blobbernaut/BiologicalLife(seconds, times_fired)
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/mob/living/simple_animal/hostile/blob/blobbernaut/BiologicalLife(delta_time, times_fired)
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if(!(. = ..()))
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return
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var/list/blobs_in_area = range(2, src)
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@@ -2,7 +2,7 @@
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// * MEZMERIZE
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// LOVE: Target falls in love with you. Being harmed directly causes them harm if they see it?
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// STAY: Target will do everything they can to stand in the same place.
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// FOLLOW: Target follows you, spouting random phrases from their history (or maybe Poly's or NPC's vocab?)
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// FOLLOW: Target follows you, spouting random phrases from their history (or maybe Polly's or NPC's vocab?)
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// ATTACK: Target finds a nearby non-Bloodsucker victim to attack.
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/datum/action/bloodsucker/targeted/mesmerize
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@@ -16,7 +16,7 @@
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var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
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var/always_keep = 0 // important for abilities like revive that screw you if you lose them.
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var/ignores_fakedeath = FALSE // usable with the FAKEDEATH flag
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var/loudness = 0 //Determines how much having this ability will affect changeling blood tests. At 4, the blood will react violently and turn to ash, creating a unique message in the process. At 10, the blood will explode when heated.
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var/loudness = 0.5 //Determines how much having this ability will affect changeling blood tests. This is averaged with other purchased abilities. Above 1, the blood will react violently and turn to ash, creating a unique message in the process. Above 2, the blood will explode when heated.
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/obj/effect/proc_holder/changeling/proc/on_purchase(mob/user, is_respec)
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@@ -43,7 +43,7 @@
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/mob/living/simple_animal/hostile/clockwork/examine(mob/user)
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var/t_He = p_they(TRUE)
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var/t_s = p_s()
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var/msg = "<span class='brass'>*---------*\nThis is [icon2html(src, user)] \a <b>[src]</b>!\n"
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var/msg = "<span class='brass'>This is [icon2html(src, user)] \a <b>[src]</b>!\n"
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msg += "[desc]\n"
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if(health < maxHealth)
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msg += "<span class='warning'>"
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@@ -55,7 +55,7 @@
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var/addendum = examine_info()
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if(addendum)
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msg += "[addendum]\n"
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msg += "*---------*</span>"
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msg += "</span>"
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return list(msg)
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@@ -38,7 +38,7 @@
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. = ..()
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true_name = pick(possible_true_names)
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/mob/living/simple_animal/hostile/clockwork/guardian/BiologicalLife(seconds, times_fired)
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/mob/living/simple_animal/hostile/clockwork/guardian/BiologicalLife(delta_time, times_fired)
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..()
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if(is_in_host())
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if(!is_servant_of_ratvar(host))
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@@ -39,7 +39,7 @@
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if(!shield_health)
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return "<span class='warning'>Its shield has been destroyed!</span>"
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/mob/living/simple_animal/hostile/clockwork/marauder/BiologicalLife(seconds, times_fired)
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/mob/living/simple_animal/hostile/clockwork/marauder/BiologicalLife(delta_time, times_fired)
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if(!(. = ..()))
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return
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var/turf/T = get_turf(src)
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@@ -48,7 +48,7 @@
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..()
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boost = world.time + 30
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/mob/living/simple_animal/imp/BiologicalLife(seconds, times_fired)
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/mob/living/simple_animal/imp/BiologicalLife(delta_time, times_fired)
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if(!(. = ..()))
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return
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if(boost<world.time)
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@@ -63,7 +63,7 @@
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/mob/living/carbon/true_devil/examine(mob/user)
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. = list("<span class='info'>*---------*\nThis is [icon2html(src, user)] <b>[src]</b>!")
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. = list("<span class='info'>This is [icon2html(src, user)] <b>[src]</b>!")
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//Left hand items
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for(var/obj/item/I in held_items)
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@@ -81,7 +81,7 @@
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. += "<span class='warning'>You can see hellfire inside its gaping wounds.</span>"
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else if(health < (maxHealth/2))
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. += "<span class='warning'>You can see hellfire inside its wounds.</span>"
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. += "*---------*</span>"
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. += "</span>"
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/mob/living/carbon/true_devil/IsAdvancedToolUser()
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return 1
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@@ -67,6 +67,11 @@
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if(handler) // if we have a handler, the handler should track this gang
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handler.gangs += my_gang
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my_gang.current_theme = handler.current_theme
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else if(GLOB.families_override_theme)
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my_gang.current_theme = new GLOB.families_override_theme
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else
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var/theme_to_use = pick(subtypesof(/datum/gang_theme))
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my_gang.current_theme = new theme_to_use
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my_gang.name = gang_name
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my_gang.gang_id = gang_id
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my_gang.acceptable_clothes = acceptable_clothes.Copy()
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@@ -66,9 +66,21 @@
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icon_state = "nuclearbomb_base"
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anchored = TRUE //stops it being moved
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/obj/machinery/nuclearbomb/selfdestruct/Initialize(mapload)
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. = ..()
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if(SSevents.holidays && SSevents.holidays[PRIDE_MONTH] && prob(10))
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name = "station-wide gender-reveal terminal"
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desc = "For when the whole sector deserves to know a gender. But of whom? Don't ask."
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/obj/machinery/nuclearbomb/syndicate
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//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
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/obj/machinery/nuclearbomb/syndicate/Initialize(mapload)
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. = ..()
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if(SSevents.holidays && SSevents.holidays[PRIDE_MONTH] && prob(50))
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name = "tactical gender-reveal device"
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desc = "\"But whose gender is it revealing?\" you ponder. Don't worry. That comes later."
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/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
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var/datum/game_mode/nuclear/NM = SSticker.mode
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switch(off_station)
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@@ -20,6 +20,7 @@
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if(!SSpersistence.IsValidDebrisLocation(C.loc, allowed_turf_typecache, allowed_z_cache, C.type, FALSE))
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continue
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weight += 0.03
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CHECK_TICK
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return ..()
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/datum/round_event/ghost_role/slaughter
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