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
This commit is contained in:
@@ -53,12 +53,12 @@
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if (istype(A, /obj/structure/reagent_dispensers))
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var/obj/structure/reagent_dispensers/RD = A
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if(RD.reagents.total_volume <= 0)
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user << "<span class='warning'>[RD] is empty.</span>"
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to_chat(user, "<span class='warning'>[RD] is empty.</span>")
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else if(reagents.total_volume >= 10)
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user << "<span class='warning'>[src] is full.</span>"
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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else
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A.reagents.trans_to(src, 10)
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user << "<span class='notice'>You fill the balloon with the contents of [A].</span>"
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to_chat(user, "<span class='notice'>You fill the balloon with the contents of [A].</span>")
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desc = "A translucent balloon with some form of liquid sloshing around in it."
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update_icon()
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@@ -66,12 +66,12 @@
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if(istype(I, /obj/item/weapon/reagent_containers/glass))
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if(I.reagents)
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if(I.reagents.total_volume <= 0)
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user << "<span class='warning'>[I] is empty.</span>"
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to_chat(user, "<span class='warning'>[I] is empty.</span>")
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else if(reagents.total_volume >= 10)
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user << "<span class='warning'>[src] is full.</span>"
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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else
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desc = "A translucent balloon with some form of liquid sloshing around in it."
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user << "<span class='notice'>You fill the balloon with the contents of [I].</span>"
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to_chat(user, "<span class='notice'>You fill the balloon with the contents of [I].</span>")
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I.reagents.trans_to(src, 10)
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update_icon()
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else if(I.is_sharp())
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@@ -146,23 +146,23 @@
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/obj/item/toy/gun/examine(mob/user)
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..()
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user << "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
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to_chat(user, "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left.")
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/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, params)
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if(istype(A, /obj/item/toy/ammo/gun))
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if (src.bullets >= 7)
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user << "<span class='warning'>It's already fully loaded!</span>"
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to_chat(user, "<span class='warning'>It's already fully loaded!</span>")
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return 1
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if (A.amount_left <= 0)
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user << "<span class='warning'>There are no more caps!</span>"
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to_chat(user, "<span class='warning'>There are no more caps!</span>")
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return 1
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if (A.amount_left < (7 - src.bullets))
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src.bullets += A.amount_left
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user << text("<span class='notice'>You reload [] cap\s.</span>", A.amount_left)
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to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", A.amount_left))
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A.amount_left = 0
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else
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user << text("<span class='notice'>You reload [] cap\s.</span>", 7 - src.bullets)
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to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", 7 - src.bullets))
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A.amount_left -= 7 - src.bullets
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src.bullets = 7
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A.update_icon()
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@@ -174,7 +174,7 @@
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if (flag)
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return
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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src.add_fingerprint(user)
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if (src.bullets < 1)
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@@ -201,7 +201,7 @@
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/obj/item/toy/ammo/gun/examine(mob/user)
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..()
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user << "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left."
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to_chat(user, "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left.")
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/*
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* Toy swords
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@@ -220,7 +220,7 @@
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/obj/item/toy/sword/attack_self(mob/user)
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active = !( active )
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if (active)
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user << "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>"
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to_chat(user, "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>")
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playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
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if(hacked)
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icon_state = "swordrainbow"
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@@ -230,7 +230,7 @@
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item_state = "swordblue"
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w_class = WEIGHT_CLASS_BULKY
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else
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user << "<span class='notice'>You push the plastic blade back down into the handle.</span>"
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to_chat(user, "<span class='notice'>You push the plastic blade back down into the handle.</span>")
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playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
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icon_state = "sword0"
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item_state = "sword0"
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@@ -241,10 +241,10 @@
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/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/living/user, params)
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if(istype(W, /obj/item/toy/sword))
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if((W.flags & NODROP) || (flags & NODROP))
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user << "<span class='warning'>\the [flags & NODROP ? src : W] is stuck to your hand, you can't attach it to \the [flags & NODROP ? W : src]!</span>"
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to_chat(user, "<span class='warning'>\the [flags & NODROP ? src : W] is stuck to your hand, you can't attach it to \the [flags & NODROP ? W : src]!</span>")
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return
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else
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user << "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>"
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to_chat(user, "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>")
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var/obj/item/weapon/twohanded/dualsaber/toy/newSaber = new /obj/item/weapon/twohanded/dualsaber/toy(user.loc)
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if(hacked) // That's right, we'll only check the "original" "sword".
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newSaber.hacked = 1
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@@ -255,13 +255,13 @@
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if(hacked == 0)
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hacked = 1
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item_color = "rainbow"
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user << "<span class='warning'>RNBW_ENGAGE</span>"
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to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
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if(active)
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icon_state = "swordrainbow"
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user.update_inv_hands()
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else
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user << "<span class='warning'>It's already fabulous!</span>"
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to_chat(user, "<span class='warning'>It's already fabulous!</span>")
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else
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return ..()
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@@ -347,7 +347,7 @@
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if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
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var/mob/living/carbon/M = H
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if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
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M << "<span class='danger'>You step on the snap pop!</span>"
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to_chat(M, "<span class='danger'>You step on the snap pop!</span>")
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pop_burst(2, 0)
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/obj/item/toy/snappop/phoenix
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@@ -380,7 +380,7 @@
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//all credit to skasi for toy mech fun ideas
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/obj/item/toy/prize/attack_self(mob/user)
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if(timer < world.time)
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user << "<span class='notice'>You play with [src].</span>"
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to_chat(user, "<span class='notice'>You play with [src].</span>")
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timer = world.time + cooldown
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if(!quiet)
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playsound(user, 'sound/mecha/mechstep.ogg', 20, 1)
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@@ -694,7 +694,7 @@
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return
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var/choice = null
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if(cards.len == 0)
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user << "<span class='warning'>There are no more cards to draw!</span>"
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to_chat(user, "<span class='warning'>There are no more cards to draw!</span>")
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return
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var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
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if(holo)
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@@ -732,25 +732,25 @@
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var/obj/item/toy/cards/singlecard/SC = I
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if(SC.parentdeck == src)
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if(!user.temporarilyRemoveItemFromInventory(SC))
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user << "<span class='warning'>The card is stuck to your hand, you can't add it to the deck!</span>"
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to_chat(user, "<span class='warning'>The card is stuck to your hand, you can't add it to the deck!</span>")
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return
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cards += SC.cardname
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user.visible_message("[user] adds a card to the bottom of the deck.","<span class='notice'>You add the card to the bottom of the deck.</span>")
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qdel(SC)
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else
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user << "<span class='warning'>You can't mix cards from other decks!</span>"
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to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
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update_icon()
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else if(istype(I, /obj/item/toy/cards/cardhand))
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var/obj/item/toy/cards/cardhand/CH = I
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if(CH.parentdeck == src)
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if(!user.temporarilyRemoveItemFromInventory(CH))
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user << "<span class='warning'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>"
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to_chat(user, "<span class='warning'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>")
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return
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cards += CH.currenthand
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user.visible_message("[user] puts their hand of cards in the deck.", "<span class='notice'>You put the hand of cards in the deck.</span>")
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qdel(CH)
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else
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user << "<span class='warning'>You can't mix cards from other decks!</span>"
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to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
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update_icon()
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else
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return ..()
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@@ -762,15 +762,15 @@
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if(Adjacent(usr))
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if(over_object == M && loc != M)
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M.put_in_hands(src)
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usr << "<span class='notice'>You pick up the deck.</span>"
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to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
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else if(istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
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usr << "<span class='notice'>You pick up the deck.</span>"
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to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
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else
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usr << "<span class='warning'>You can't reach it from here!</span>"
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to_chat(usr, "<span class='warning'>You can't reach it from here!</span>")
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@@ -833,7 +833,7 @@
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qdel(src)
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N.pickup(cardUser)
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cardUser.put_in_hands(N)
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cardUser << "<span class='notice'>You also take [currenthand[1]] and hold it.</span>"
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to_chat(cardUser, "<span class='notice'>You also take [currenthand[1]] and hold it.</span>")
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cardUser << browse(null, "window=cardhand")
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return
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@@ -851,7 +851,7 @@
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else if(currenthand.len > 2)
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src.icon_state = "[deckstyle]_hand3"
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else
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user << "<span class='warning'>You can't mix cards from other decks!</span>"
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to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
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else
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return ..()
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@@ -884,7 +884,7 @@
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if(cardUser.is_holding(src))
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cardUser.visible_message("[cardUser] checks [cardUser.p_their()] card.", "<span class='notice'>The card reads: [cardname]</span>")
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else
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cardUser << "<span class='warning'>You need to have the card in your hand to check it!</span>"
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to_chat(cardUser, "<span class='warning'>You need to have the card in your hand to check it!</span>")
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/obj/item/toy/cards/singlecard/verb/Flip()
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@@ -917,13 +917,13 @@
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H.currenthand += src.cardname
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H.parentdeck = C.parentdeck
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H.apply_card_vars(H,C)
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user << "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>"
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to_chat(user, "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>")
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qdel(C)
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qdel(src)
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H.pickup(user)
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user.put_in_active_hand(H)
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else
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user << "<span class='warning'>You can't mix cards from other decks!</span>"
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to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
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if(istype(I, /obj/item/toy/cards/cardhand/))
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var/obj/item/toy/cards/cardhand/H = I
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@@ -939,7 +939,7 @@
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else if(H.currenthand.len > 2)
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H.icon_state = "[deckstyle]_hand3"
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else
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user << "<span class='warning'>You can't mix cards from other decks!</span>"
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to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
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else
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return ..()
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@@ -1007,7 +1007,7 @@
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icon_state = "nuketoyidle"
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else
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var/timeleft = (cooldown - world.time)
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user << "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on a small display.</span>"
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to_chat(user, "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on a small display.</span>")
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/*
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* Fake meteor
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@@ -1051,7 +1051,7 @@
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//Attack self
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/obj/item/toy/carpplushie/attack_self(mob/user)
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playsound(src.loc, bitesound, 20, 1)
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user << "<span class='notice'>You pet [src]. D'awww.</span>"
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to_chat(user, "<span class='notice'>You pet [src]. D'awww.</span>")
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return ..()
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/*
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@@ -1076,7 +1076,7 @@
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shake_camera(M, 2, 1) // Shakes player camera 2 squares for 1 second.
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else
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user << "<span class='alert'>Nothing happens.</span>"
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to_chat(user, "<span class='alert'>Nothing happens.</span>")
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/*
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* Snowballs
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@@ -1138,7 +1138,7 @@
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if(src)
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icon_state = "[initial(icon_state)]"
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else
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user << "<span class='warning'>The string on [src] hasn't rewound all the way!</span>"
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to_chat(user, "<span class='warning'>The string on [src] hasn't rewound all the way!</span>")
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return
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// TOY MOUSEYS :3 :3 :3
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@@ -1173,7 +1173,7 @@
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/obj/item/toy/figure/attack_self(mob/user as mob)
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if(cooldown <= world.time)
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cooldown = world.time + 50
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user << "<span class='notice'>The [src] says \"[toysay]\"</span>"
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to_chat(user, "<span class='notice'>The [src] says \"[toysay]\"</span>")
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playsound(user, toysound, 20, 1)
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/obj/item/toy/figure/cmo
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@@ -1378,7 +1378,7 @@
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if(!new_name)
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return
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doll_name = new_name
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user << "You name the dummy as \"[doll_name]\""
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to_chat(user, "You name the dummy as \"[doll_name]\"")
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name = "[initial(name)] - [doll_name]"
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/obj/item/toy/dummy/talk_into(atom/movable/M, message, channel, list/spans)
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