Yet another PR fixing some issues. (#12424)
This commit is contained in:
@@ -5,44 +5,42 @@
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var/base_icon
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var/looky_helpy = TRUE
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/datum/component/construction/mecha/examine(mob/user)
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/datum/component/construction/mecha/examine(datum/source, mob/user, list/examine_list)
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. = ..()
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if(looky_helpy)
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switch(steps[index]["key"])
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if(TOOL_WRENCH)
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. += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
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examine_list += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
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if(TOOL_SCREWDRIVER)
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. += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
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examine_list += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
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if(TOOL_WIRECUTTER)
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. += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
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examine_list += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
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if(/obj/item/stack/cable_coil)
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. += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
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examine_list += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
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if(/obj/item/circuitboard)
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. += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
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examine_list += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
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if(/obj/item/stock_parts/scanning_module)
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. += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
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examine_list += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
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if(/obj/item/stock_parts/capacitor)
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. += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
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examine_list += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
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if(/obj/item/stock_parts/cell)
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. += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
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examine_list += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
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if(/obj/item/stack/sheet/metal)
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. += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
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examine_list += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
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if(/obj/item/stack/sheet/plasteel)
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. += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
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examine_list += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
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if(/obj/item/bikehorn)
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. += "<span class='notice'>HONK IT!.</span>"
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examine_list += "<span class='notice'>HONK IT!.</span>"
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if(/obj/item/clothing/mask/gas/clown_hat)
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. += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
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examine_list += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
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if(/obj/item/clothing/shoes/clown_shoes)
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. += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
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examine_list += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
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if(/obj/item/mecha_parts/part)
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. += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
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examine_list += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
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if(/obj/item/stack/ore/bluespace_crystal)
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. += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
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examine_list += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
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if(/obj/item/assembly/signaler/anomaly)
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. += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
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else
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return
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examine_list += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
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/datum/component/construction/mecha/spawn_result()
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if(!result)
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@@ -273,6 +273,10 @@
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light_color = "#37FFF7"
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actions_types = list()
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/obj/item/melee/transforming/energy/sword/cx/Initialize()
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icon_state_on = icon_state
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return ..()
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/obj/item/melee/transforming/energy/sword/cx/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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@@ -290,6 +294,7 @@
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if(!supress_message_text)
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to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
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/obj/item/melee/transforming/energy/sword/cx/update_overlays()
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. = ..()
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var/mutable_appearance/blade_overlay = mutable_appearance(icon, "cxsword_blade")
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@@ -285,7 +285,7 @@
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if(status == BODYPART_ORGANIC)
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icon = base_bp_icon || DEFAULT_BODYPART_ICON_ORGANIC
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else if(status == BODYPART_ROBOTIC)
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icon = base_bp_icon || DEFAULT_BODYPART_ICON_ROBOTIC
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icon = DEFAULT_BODYPART_ICON_ROBOTIC
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if(owner)
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owner.updatehealth()
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