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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@@ -325,7 +325,7 @@
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damage *= multiplier
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duration = max(round(damage * 0.2), 1)
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..()
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SetLuminosity(3, 2)
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set_light(1.5, 2, LIGHT_COLOR_ORANGE)
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/obj/effect/overlay/temp/ratvar/volt_hit/true/New(loc, caster, multiplier)
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..()
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@@ -357,7 +357,7 @@
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if(M.occupant)
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if(is_servant_of_ratvar(M.occupant))
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continue
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M.occupant << "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>"
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to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
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M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
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M.take_damage(damage, BURN, 0, 0)
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hit_amount++
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@@ -424,10 +424,13 @@
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color = "#FAE48C"
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layer = ABOVE_MOB_LAYER
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duration = 70
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luminosity = 6
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light_range = 5
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light_power = 2
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light_color = "#FAE48C"
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/obj/effect/overlay/temp/ratvar/sigil/transgression/New()
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..()
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update_light()
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var/oldtransform = transform
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animate(src, transform = matrix()*2, time = 5)
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animate(transform = oldtransform, alpha = 0, time = 65)
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@@ -436,6 +439,13 @@
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color = "#1E8CE1"
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icon_state = "sigilactivepulse"
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layer = ABOVE_MOB_LAYER
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light_range = 1.4
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light_power = 0.5
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light_color = "#1E8CE1"
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/obj/effect/overlay/temp/ratvar/sigil/vitality/New()
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..()
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update_light()
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/obj/effect/overlay/temp/ratvar/sigil/accession
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color = "#AF0AAF"
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