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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@@ -34,7 +34,7 @@ effective or pretty fucking useless.
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/obj/item/device/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!user) return
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if(times_used >= max_uses)
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user << "<span class='danger'>The mind batterer has been burnt out!</span>"
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to_chat(user, "<span class='danger'>The mind batterer has been burnt out!</span>")
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return
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add_logs(user, null, "knocked down people in the area", src)
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@@ -45,13 +45,13 @@ effective or pretty fucking useless.
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M.Weaken(rand(10,20))
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if(prob(25))
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M.Stun(rand(5,10))
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M << "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>"
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to_chat(M, "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
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else
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M << "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>"
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to_chat(M, "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>")
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playsound(src.loc, 'sound/misc/interference.ogg', 50, 1)
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user << "<span class='notice'>You trigger [src].</span>"
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to_chat(user, "<span class='notice'>You trigger [src].</span>")
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times_used += 1
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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@@ -86,14 +86,14 @@ effective or pretty fucking useless.
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used = 1
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icon_state = "health1"
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handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength
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user << "<span class='warning'>Successfully irradiated [M].</span>"
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to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
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spawn((wavelength+(intensity*4))*5)
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if(M)
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if(intensity >= 5)
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M.apply_effect(round(intensity/1.5), PARALYZE)
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M.rad_act(intensity*10)
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else
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user << "<span class='warning'>The radioactive microlaser is still recharging.</span>"
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to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
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/obj/item/device/healthanalyzer/rad_laser/proc/handle_cooldown(cooldown)
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spawn(cooldown)
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@@ -192,14 +192,14 @@ effective or pretty fucking useless.
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/obj/item/device/shadowcloak/proc/Activate(mob/living/carbon/human/user)
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if(!user)
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return
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user << "<span class='notice'>You activate [src].</span>"
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to_chat(user, "<span class='notice'>You activate [src].</span>")
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src.user = user
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START_PROCESSING(SSobj, src)
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old_alpha = user.alpha
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on = 1
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/obj/item/device/shadowcloak/proc/Deactivate()
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user << "<span class='notice'>You deactivate [src].</span>"
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to_chat(user, "<span class='notice'>You deactivate [src].</span>")
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STOP_PROCESSING(SSobj, src)
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if(user)
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user.alpha = old_alpha
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@@ -218,8 +218,27 @@ effective or pretty fucking useless.
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var/turf/T = get_turf(src)
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if(on)
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var/lumcount = T.get_lumcount()
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if(lumcount > 3)
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if(lumcount > 0.3)
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charge = max(0,charge - 25)//Quick decrease in light
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else
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charge = min(max_charge,charge + 50) //Charge in the dark
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animate(user,alpha = Clamp(255 - charge,0,255),time = 10)
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/obj/item/device/jammer
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name = "radio jammer"
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desc = "Device used to disrupt nearby radio communication."
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icon_state = "jammer"
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var/active = FALSE
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var/range = 7
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/obj/item/device/jammer/attack_self(mob/user)
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to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src]<span>")
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active = !active
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if(active)
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active_jammers |= src
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else
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active_jammers -= src
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update_icon()
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