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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@@ -1,7 +1,7 @@
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/datum/chemical_reaction
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var/name = null
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var/id = null
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var/result = null
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var/list/results = new/list()
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var/list/required_reagents = new/list()
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var/list/required_catalysts = new/list()
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@@ -9,11 +9,11 @@
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var/atom/required_container = null // the container required for the reaction to happen
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var/required_other = 0 // an integer required for the reaction to happen
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var/result_amount = 0
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var/secondary = 0 // set to nonzero if secondary reaction
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var/mob_react = 0 //Determines if a chemical reaction can occur inside a mob
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var/required_temp = 0
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var/is_cold_recipe = 0 // Set to 1 if you want the recipe to only react when it's BELOW the required temp.
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var/mix_message = "The solution begins to bubble." //The message shown to nearby people upon mixing, if applicable
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var/mix_sound = 'sound/effects/bubbles.ogg' //The sound played upon mixing, if applicable
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@@ -36,7 +36,7 @@ var/list/chemical_mob_spawn_nicecritters = list() // and possible friendly mobs
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var/atom/A = holder.my_atom
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var/turf/T = get_turf(A)
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var/area/my_area = get_area(T)
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var/message = "A [reaction_name] reaction has occured in [my_area.name]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</A>)"
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var/message = "A [reaction_name] reaction has occurred in [my_area.name]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</A>)"
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message += " (<A HREF='?_src_=vars;Vars=\ref[A]'>VV</A>)"
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var/mob/M = get(A, /mob)
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@@ -50,16 +50,16 @@ var/list/chemical_mob_spawn_nicecritters = list() // and possible friendly mobs
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playsound(get_turf(holder.my_atom), 'sound/effects/phasein.ogg', 100, 1)
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for(var/mob/living/carbon/C in viewers(get_turf(holder.my_atom), null))
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C.flash_eyes()
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C.flash_act()
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for(var/i = 1, i <= amount_to_spawn, i++)
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var/chosen
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if (reaction_name == "Friendly Gold Slime")
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chosen = pick(chemical_mob_spawn_nicecritters)
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else
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chosen = pick(chemical_mob_spawn_meancritters)
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var/mob/living/simple_animal/C = new chosen
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var/spawnloc = get_turf(holder.my_atom)
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var/mob/living/simple_animal/C = new chosen(spawnloc)
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C.faction |= mob_faction
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C.loc = get_turf(holder.my_atom)
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if(prob(50))
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for(var/j = 1, j <= rand(1, 3), j++)
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step(C, pick(NORTH,SOUTH,EAST,WEST))
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