12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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//Useless on their own, these shells can create powerful constructs.
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/obj/structure/destructible/clockwork/shell
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construction_value = 0
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anchored = 0
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density = 0
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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var/mobtype = /mob/living/simple_animal/hostile/clockwork
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var/spawn_message = " is an error and you should yell at whoever spawned this shell."
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/obj/structure/destructible/clockwork/shell/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/device/mmi/posibrain/soul_vessel))
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if(!is_servant_of_ratvar(user))
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..()
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return 0
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var/obj/item/device/mmi/posibrain/soul_vessel/S = I
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if(!S.brainmob)
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user << "<span class='warning'>[S] is inactive! Turn it on or capture a mind first.</span>"
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return 0
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if(S.brainmob && (!S.brainmob.client || !S.brainmob.mind))
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user << "<span class='warning'>[S]'s trapped consciousness appears inactive!</span>"
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return 0
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user.visible_message("<span class='notice'>[user] places [S] in [src], where it fuses to the shell.</span>", "<span class='brass'>You place [S] in [src], fusing it to the shell.</span>")
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var/mob/living/simple_animal/A = new mobtype(get_turf(src))
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A.visible_message("<span class='brass'>[src][spawn_message]</span>")
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S.brainmob.mind.transfer_to(A)
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A.fully_replace_character_name(null, "[initial(A.name)] ([S.brainmob.name])")
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user.drop_item()
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qdel(S)
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qdel(src)
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return 1
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else
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return ..()
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/obj/structure/destructible/clockwork/shell/cogscarab
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name = "cogscarab shell"
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desc = "A small brass shell with a cube-shaped receptable in its center. It gives off an aura of obsessive perfectionism."
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clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a weak construct with an inbuilt proselytizer."
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icon_state = "clockdrone_shell"
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mobtype = /mob/living/simple_animal/drone/cogscarab
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spawn_message = "'s eyes blink open, glowing bright red."
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/obj/structure/destructible/clockwork/shell/fragment
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name = "fragment shell"
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desc = "A massive brass shell with a small cube-shaped receptable in its center. It gives off an aura of contained power."
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clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a powerful construct."
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icon_state = "anime_fragment"
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mobtype = /mob/living/simple_animal/hostile/clockwork/fragment
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spawn_message = " whirs and rises from the ground on a flickering jet of reddish fire."
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