Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -80,7 +80,7 @@
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return 1
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var/area/A = get_area(usr)
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if(!A.outdoors)
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usr << "<span class='warning'>There is already a defined structure here.</span>"
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to_chat(usr, "<span class='warning'>There is already a defined structure here.</span>")
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return 1
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create_area(usr)
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@@ -159,7 +159,7 @@
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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if(usr.incapacitated() || isobserver(usr))
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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@@ -241,49 +241,49 @@
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>You are no longer running on internals.</span>"
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to_chat(C, "<span class='notice'>You are no longer running on internals.</span>")
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icon_state = "internal0"
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else
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if(!C.getorganslot("breathing_tube"))
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if(!istype(C.wear_mask, /obj/item/clothing/mask))
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C << "<span class='warning'>You are not wearing an internals mask!</span>"
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to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
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return 1
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else
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var/obj/item/clothing/mask/M = C.wear_mask
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if(M.mask_adjusted) // if mask on face but pushed down
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M.adjustmask(C) // adjust it back
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if( !(M.flags & MASKINTERNALS) )
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C << "<span class='warning'>You are not wearing an internals mask!</span>"
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to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
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return
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var/obj/item/I = C.is_holding_item_of_type(/obj/item/weapon/tank)
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if(I)
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C << "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>"
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to_chat(C, "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
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C.internal = I
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else if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(istype(H.s_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
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to_chat(H, "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>")
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H.internal = H.s_store
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else if(istype(H.belt, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
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to_chat(H, "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>")
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H.internal = H.belt
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else if(istype(H.l_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
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to_chat(H, "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>")
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H.internal = H.l_store
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else if(istype(H.r_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
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to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
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H.internal = H.r_store
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//Seperate so CO2 jetpacks are a little less cumbersome.
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if(!C.internal && istype(C.back, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
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to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
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C.internal = C.back
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if(C.internal)
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icon_state = "internal1"
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else
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C << "<span class='warning'>You don't have an oxygen tank!</span>"
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to_chat(C, "<span class='warning'>You don't have an oxygen tank!</span>")
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return
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C.update_action_buttons_icon()
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@@ -667,21 +667,29 @@
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L.say(pick(word_messages))
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/obj/screen/splash
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icon = 'icons/misc/fullscreen.dmi'
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icon_state = "title"
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icon = 'config/title_screens/images/blank.png'
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icon_state = ""
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screen_loc = "1,1"
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layer = SPLASHSCREEN_LAYER
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plane = SPLASHSCREEN_PLANE
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var/client/holder
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/obj/screen/splash/New(client/C, fadeout, qdel_after = TRUE)
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..()
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/obj/screen/splash/New(client/C, visible, use_previous_title)
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holder = C
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if(!visible)
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alpha = 0
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if(SStitle.title_screen)
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icon = SStitle.title_screen.icon
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holder.screen += src
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var/titlescreen = TITLESCREEN
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if(titlescreen)
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icon_state = titlescreen
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if(fadeout)
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if(use_previous_title && !SSmapping.previous_map_config.defaulted)
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holder.screen -= src //Yell at Cyberboss to finish this
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..()
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/obj/screen/splash/proc/Fade(out, qdel_after = TRUE)
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if(out)
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animate(src, alpha = 0, time = 30)
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else
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alpha = 0
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