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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@@ -82,13 +82,13 @@
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if(user.get_item_by_slot(slot_back) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Put the defibrillator on your back first!</span>"
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to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
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else if(slot_flags == SLOT_BELT)
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if(user.get_item_by_slot(slot_belt) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
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to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
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return
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..()
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@@ -106,15 +106,15 @@
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else if(istype(W, /obj/item/weapon/stock_parts/cell))
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var/obj/item/weapon/stock_parts/cell/C = W
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if(bcell)
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user << "<span class='notice'>[src] already has a cell.</span>"
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to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
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else
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if(C.maxcharge < paddles.revivecost)
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user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
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to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
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return
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if(!user.transferItemToLoc(W, src))
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return
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bcell = W
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user << "<span class='notice'>You install a cell in [src].</span>"
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to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
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update_icon()
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else if(istype(W, /obj/item/weapon/screwdriver))
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@@ -122,7 +122,7 @@
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bcell.updateicon()
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bcell.loc = get_turf(src.loc)
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bcell = null
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user << "<span class='notice'>You remove the cell from [src].</span>"
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to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
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update_icon()
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else
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return ..()
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@@ -130,10 +130,10 @@
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/obj/item/weapon/defibrillator/emag_act(mob/user)
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if(safety)
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safety = 0
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user << "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer."
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to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.")
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else
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safety = 1
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user << "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer."
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to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.")
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/obj/item/weapon/defibrillator/emp_act(severity)
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if(bcell)
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@@ -159,7 +159,7 @@
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//Detach the paddles into the user's hands
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if(!usr.put_in_hands(paddles))
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on = 0
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user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
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to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
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update_icon()
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return
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paddles.loc = user
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@@ -323,7 +323,7 @@
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_held_item()
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if(istype(O))
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O.unwield()
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user << "<span class='notice'>The paddles snap back into the main unit.</span>"
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to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
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defib.on = 0
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loc = defib
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defib.update_icon()
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@@ -348,15 +348,15 @@
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return
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if(!wielded)
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if(iscyborg(user))
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user << "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>"
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to_chat(user, "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>")
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else
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user << "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>"
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to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>")
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return
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if(cooldown)
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if(req_defib)
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user << "<span class='warning'>[defib] is recharging!</span>"
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to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
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else
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user << "<span class='warning'>[src] are recharging!</span>"
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to_chat(user, "<span class='warning'>[src] are recharging!</span>")
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return
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if(user.a_intent == INTENT_DISARM)
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@@ -365,16 +365,15 @@
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if(!ishuman(M))
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if(req_defib)
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user << "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>"
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to_chat(user, "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>")
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else
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user << "<span class='warning'>You aren't sure how to revive that...</span>"
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to_chat(user, "<span class='warning'>You aren't sure how to revive that...</span>")
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return
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var/mob/living/carbon/human/H = M
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if(user.zone_selected != "chest")
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user << "<span class='warning'>You need to target your patient's \
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chest with [src]!</span>"
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to_chat(user, "<span class='warning'>You need to target your patient's chest with [src]!</span>")
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return
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if(user.a_intent == INTENT_HARM)
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@@ -438,7 +437,7 @@
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update_icon()
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return
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if(H && H.stat == DEAD)
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user << "<span class='warning'>[H] is dead.</span>"
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to_chat(user, "<span class='warning'>[H] is dead.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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