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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@@ -0,0 +1,106 @@
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/obj/item/weapon/gun/ballistic/bow
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name = "bow"
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desc = "A sturdy bow made out of wood and reinforced with iron."
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icon_state = "bow_unloaded"
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item_state = "bow"
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var/icon_state_loaded = "bow_loaded"
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var/icon_state_firing = "bow_firing"
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var/item_state_loaded = "bow"
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var/item_state_firing = "bow"
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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mag_type = /obj/item/ammo_box/magazine/internal/bow
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flags = HANDSLOW
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weapon_weight = WEAPON_HEAVY
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var/draw_sound = 'sound/weapons/draw_bow.ogg'
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var/ready_to_fire = 0
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var/slowdown_when_ready = 2
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/obj/item/weapon/gun/ballistic/bow/update_icon()
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if(ready_to_fire)
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icon_state = icon_state_firing
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item_state = item_state_firing
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slowdown = slowdown_when_ready
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else if(magazine.ammo_count() && !ready_to_fire)
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icon_state = icon_state_loaded
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item_state = item_state_loaded
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slowdown = initial(slowdown)
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else
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icon_state = initial(icon_state)
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item_state = initial(item_state)
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slowdown = initial(slowdown)
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/obj/item/weapon/gun/ballistic/bow/dropped(mob/user)
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if(magazine && magazine.ammo_count())
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magazine.empty_magazine()
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ready_to_fire = FALSE
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update_icon()
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/obj/item/weapon/gun/ballistic/bow/attack_self(mob/living/user)
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if(!ready_to_fire && magazine.ammo_count())
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ready_to_fire = TRUE
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playsound(user, draw_sound, 100, 1)
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update_icon()
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else
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ready_to_fire = FALSE
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update_icon()
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/obj/item/weapon/gun/ballistic/bow/attackby(obj/item/A, mob/user, params)
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var/num_loaded = magazine.attackby(A, user, params, 1)
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if(num_loaded)
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user << "<span class='notice'>You ready \the [A] into \the [src].</span>"
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update_icon()
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chamber_round()
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/obj/item/weapon/gun/ballistic/bow/can_shoot()
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. = ..()
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if(!ready_to_fire)
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return FALSE
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/obj/item/weapon/gun/ballistic/bow/shoot_with_empty_chamber(mob/living/user as mob|obj)
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return
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/obj/item/weapon/gun/ballistic/bow/process_chamber(eject_casing = 0, empty_chamber = 1)
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. = ..()
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ready_to_fire = FALSE
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update_icon()
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// ammo
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/obj/item/ammo_box/magazine/internal/bow
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name = "bow internal magazine"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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caliber = "arrow"
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max_ammo = 1
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/obj/item/projectile/bullet/reusable/arrow
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name = "arrow"
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icon_state = "arrow"
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ammo_type = /obj/item/ammo_casing/caseless/arrow
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range = 10
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damage = 25
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damage_type = BRUTE
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/obj/item/ammo_casing/caseless/arrow
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name = "arrow"
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desc = "Stab, stab, stab."
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icon_state = "arrow"
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force = 10
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sharpness = IS_SHARP
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projectile_type = /obj/item/projectile/bullet/reusable/arrow
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caliber = "arrow"
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//quiver
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/obj/item/weapon/storage/backpack/quiver
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name = "quiver"
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desc = "A quiver for holding arrows."
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icon_state = "quiver"
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item_state = "quiver"
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storage_slots = 20
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can_hold = list(
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/obj/item/ammo_casing/caseless/arrow
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)
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/obj/item/weapon/storage/backpack/quiver/full/New()
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..()
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for(var/i in 1 to storage_slots)
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new /obj/item/ammo_casing/caseless/arrow(src)
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