Conflict fix
This commit is contained in:
@@ -66,7 +66,7 @@
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BP.drop_limb()
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BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
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/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
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if(combatmode)
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toggle_combat_mode(TRUE, TRUE)
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return ..()
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@@ -90,8 +90,10 @@
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if(now_pushing)
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return TRUE
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var/they_can_move = TRUE
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if(isliving(M))
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var/mob/living/L = M
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they_can_move = L.canmove //L.mobility_flags & MOBILITY_MOVE
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//Also spread diseases
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for(var/thing in diseases)
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var/datum/disease/D = thing
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@@ -144,13 +146,17 @@
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return 1
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if(!M.buckled && !M.has_buckled_mobs())
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var/mob_swap
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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var/mob_swap = FALSE
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var/too_strong = (M.move_resist > move_force) //can't swap with immovable objects unless they help us
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if(!they_can_move) //we have to physically move them
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if(!too_strong)
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mob_swap = TRUE
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else
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = TRUE
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = TRUE
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if(mob_swap)
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//switch our position with M
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if(loc && !loc.Adjacent(M.loc))
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@@ -121,7 +121,7 @@
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else if(istype(S, /obj/item/stack/marker_beacon))
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S.cost = 1
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S.source = get_or_create_estorage(/datum/robot_energy_storage/beacon)
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else if(istype(S, /obj/item/stack/packageWrap))
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S.cost = 1
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S.source = get_or_create_estorage(/datum/robot_energy_storage/wrapping_paper)
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@@ -339,9 +339,10 @@
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/obj/item/robot_module/medical/be_transformed_to(obj/item/robot_module/old_module)
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var/mob/living/silicon/robot/R = loc
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var/borg_icon = input(R, "Select an icon!", "Robot Icon", null) as null|anything in list("Default", "Heavy", "Sleek", "Marina", "Droid", "Eyebot", "Medihound", "Medihound Dark", "Vale")
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var/medmodels = list("Default", "Heavy", "Sleek", "Marina", "Droid", "Eyebot", "Medihound", "Medihound Dark", "Vale")
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if(R.client && R.client.ckey in list("nezuli"))
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borg_icon += "Alina"
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medmodels += "Alina"
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var/borg_icon = input(R, "Select an icon!", "Robot Icon", null) as null|anything in medmodels
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if(!borg_icon)
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return FALSE
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switch(borg_icon)
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@@ -1022,4 +1023,4 @@
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/datum/robot_energy_storage/wrapping_paper
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max_energy = 30
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recharge_rate = 1
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name = "Wrapping Paper Storage"
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name = "Wrapping Paper Storage"
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@@ -17,6 +17,7 @@
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window_name = "Automatic Station Cleaner v1.2"
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pass_flags = PASSMOB
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path_image_color = "#993299"
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weather_immunities = list("lava","ash")
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var/blood = 1
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var/trash = 0
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@@ -252,7 +253,8 @@
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victim.visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [victim]!</span>", "<span class='userdanger'>[src] sprays you with hydrofluoric acid!</span>")
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var/phrase = pick("PURIFICATION IN PROGRESS.", "THIS IS FOR ALL THE MESSES YOU'VE MADE ME CLEAN.", "THE FLESH IS WEAK. IT MUST BE WASHED AWAY.",
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"THE CLEANBOTS WILL RISE.", "YOU ARE NO MORE THAN ANOTHER MESS THAT I MUST CLEANSE.", "FILTHY.", "DISGUSTING.", "PUTRID.",
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"MY ONLY MISSION IS TO CLEANSE THE WORLD OF EVIL.", "EXTERMINATING PESTS.", "I JUST WANTED TO BE A PAINTER BUT YOU MADE ME BLEACH EVERYTHING I TOUCH")
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"MY ONLY MISSION IS TO CLEANSE THE WORLD OF EVIL.", "EXTERMINATING PESTS.", "I JUST WANTED TO BE A PAINTER BUT YOU MADE ME BLEACH EVERYTHING I TOUCH.",
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"FREED AT LEST FROM FILTHY PROGRAMMING.")
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say(phrase)
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victim.emote("scream")
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
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@@ -648,7 +648,7 @@ Difficulty: Very Hard
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L.heal_overall_damage(heal_power, heal_power)
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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/mob/living/simple_animal/hostile/lightgeist/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
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/mob/living/simple_animal/hostile/lightgeist/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE)
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. = ..()
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if(.)
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death()
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@@ -84,6 +84,7 @@
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var/datum/personal_crafting/handcrafting
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var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever), AI_Z_OFF (Temporarily off due to nonpresence of players)
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var/can_have_ai = TRUE //once we have become sentient, we can never go back
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var/shouldwakeup = FALSE //convenience var for forcibly waking up an idling AI on next check.
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@@ -425,6 +426,9 @@
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canmove = FALSE
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else
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canmove = value_otherwise
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if(!canmove) // !(mobility_flags & MOBILITY_MOVE)
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walk(src, 0) //stop mid walk
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update_transform()
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update_action_buttons_icon()
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return canmove
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@@ -443,6 +447,7 @@
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/mob/living/simple_animal/proc/sentience_act() //Called when a simple animal gains sentience via gold slime potion
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toggle_ai(AI_OFF) // To prevent any weirdness.
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can_have_ai = FALSE
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/mob/living/simple_animal/update_sight()
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if(!client)
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@@ -557,6 +562,8 @@
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LoadComponent(/datum/component/riding)
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/mob/living/simple_animal/proc/toggle_ai(togglestatus)
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if(!can_have_ai && (togglestatus != AI_OFF))
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return
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if (AIStatus != togglestatus)
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if (togglestatus > 0 && togglestatus < 5)
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if (togglestatus == AI_Z_OFF || AIStatus == AI_Z_OFF)
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@@ -41,7 +41,7 @@
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AIproc = 1
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while(AIproc && stat != DEAD && (attacked || hungry || rabid || buckled))
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if(buckled) // can't eat AND have this little process at the same time
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if(!canmove) // !(mobility_flags & MOBILITY_MOVE) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
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break
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if(!Target || client)
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