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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@@ -31,7 +31,7 @@
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var/obj/item/weapon/weldingtool/WT = I
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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user << "<span class='notice'>You begin repairing [src]...</span>"
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(loc, WT.usesound, 40, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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obj_integrity = Clamp(obj_integrity + 20, 0, max_integrity)
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@@ -97,16 +97,20 @@
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proj_pass_rate = 20
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armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
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var/deploy_time = 40
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var/deploy_message = TRUE
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/obj/structure/barricade/security/New()
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..()
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addtimer(CALLBACK(src, .proc/deploy), 40)
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addtimer(CALLBACK(src, .proc/deploy), deploy_time)
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/obj/structure/barricade/security/proc/deploy()
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icon_state = "barrier1"
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density = 1
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anchored = 1
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visible_message("<span class='warning'>[src] deploys!</span>")
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if(deploy_message)
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visible_message("<span class='warning'>[src] deploys!</span>")
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/obj/item/weapon/grenade/barrier
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@@ -132,7 +136,7 @@
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if(HORIZONTAL)
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mode = SINGLE
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user << "[src] is now in [mode] mode."
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to_chat(user, "[src] is now in [mode] mode.")
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/obj/item/weapon/grenade/barrier/prime()
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new /obj/structure/barricade/security(get_turf(src.loc))
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