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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@@ -6,7 +6,7 @@
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icon_state = "bhole3"
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density = 0
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anchored = 1
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luminosity = 3
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light_range = 3
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var/movechance = 70
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var/obj/item/device/assembly/signaler/anomaly/aSignal = null
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var/area/impact_area
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@@ -23,7 +23,6 @@
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START_PROCESSING(SSobj, src)
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impact_area = get_area(src)
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SetLuminosity(initial(luminosity))
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aSignal = new(src)
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aSignal.name = "[name] core"
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aSignal.code = rand(1,100)
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@@ -73,7 +72,7 @@
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/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/device/analyzer))
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user << "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>"
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to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
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///////////////////////
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@@ -127,6 +126,7 @@
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density = 1
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var/canshock = 0
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var/shockdamage = 20
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var/explosive = 1
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/obj/effect/anomaly/flux/New()
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..()
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@@ -163,7 +163,10 @@
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"<span class='italics'>You hear a heavy electrical crack.</span>")
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/obj/effect/anomaly/flux/detonate()
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explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
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if(explosive)
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explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
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else
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new /obj/effect/particle_effect/sparks(loc)
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/////////////////////
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@@ -262,13 +265,18 @@
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T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
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/obj/effect/anomaly/pyro/detonate()
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INVOKE_ASYNC(src, .proc/makepyroslime)
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/obj/effect/anomaly/pyro/proc/makepyroslime()
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var/turf/open/T = get_turf(src)
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if(istype(T))
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T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime
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var/new_colour = pick("red", "orange")
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var/mob/living/simple_animal/slime/S = new(T, new_colour)
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S.rabid = 1
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S.rabid = TRUE
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S.amount_grown = SLIME_EVOLUTION_THRESHOLD
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S.Evolve()
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offer_control(S)
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/////////////////////
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