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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@@ -73,16 +73,16 @@
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/obj/machinery/computer/power_change()
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..()
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if(stat & NOPOWER)
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SetLuminosity(0)
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set_light(0)
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else
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SetLuminosity(brightness_on)
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set_light(brightness_on)
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update_icon()
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return
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/obj/machinery/computer/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags&NODECONSTRUCT))
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playsound(src.loc, I.usesound, 50, 1)
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user << "<span class='notice'> You start to disconnect the monitor...</span>"
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to_chat(user, "<span class='notice'> You start to disconnect the monitor...</span>")
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if(do_after(user, 20*I.toolspeed, target = src))
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deconstruct(TRUE, user)
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else
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@@ -124,7 +124,7 @@
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A.anchored = 1
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if(stat & BROKEN)
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if(user)
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user << "<span class='notice'>The broken glass falls out.</span>"
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to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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else
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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new /obj/item/weapon/shard(src.loc)
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@@ -133,7 +133,7 @@
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A.icon_state = "3"
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else
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if(user)
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user << "<span class='notice'>You disconnect the monitor.</span>"
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to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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A.state = 4
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A.icon_state = "4"
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circuit = null
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