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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@@ -42,7 +42,7 @@
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ncore.forceMove(src)
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core = ncore
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icon_state = "core_container_loaded"
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user << "<span class='warning'>Container is sealing...</span>"
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to_chat(user, "<span class='warning'>Container is sealing...</span>")
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addtimer(CALLBACK(src, .proc/seal), 50)
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return 1
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@@ -52,12 +52,12 @@
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icon_state = "core_container_sealed"
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playsound(loc, 'sound/items/Deconstruct.ogg', 60, 1)
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if(ismob(loc))
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loc << "<span class='warning'>[src] is permanently sealed, [core]'s radiation is contained.</span>"
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to_chat(loc, "<span class='warning'>[src] is permanently sealed, [core]'s radiation is contained.</span>")
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/obj/item/nuke_core_container/attackby(obj/item/nuke_core/core, mob/user)
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if(istype(core))
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if(!user.temporarilyRemoveItemFromInventory(core))
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user << "<span class='warning'>The [core] is stuck to your hand!</span>"
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to_chat(user, "<span class='warning'>The [core] is stuck to your hand!</span>")
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return
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else
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load(core, user)
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