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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@@ -52,7 +52,7 @@
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/obj/item/weapon/c4/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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open_panel = !open_panel
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user << "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>"
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to_chat(user, "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>")
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else if(is_wire_tool(I))
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wires.interact(user)
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else
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@@ -63,7 +63,7 @@
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if(user.get_active_held_item() == src)
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newtime = Clamp(newtime, 10, 60000)
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timer = newtime
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user << "Timer set for [timer] seconds."
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to_chat(user, "Timer set for [timer] seconds.")
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/obj/item/weapon/c4/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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@@ -79,7 +79,7 @@
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if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
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return
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user << "<span class='notice'>You start planting the bomb...</span>"
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to_chat(user, "<span class='notice'>You start planting the bomb...</span>")
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if(do_after(user, 50, target = AM))
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if(!user.temporarilyRemoveItemFromInventory(src))
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@@ -93,7 +93,7 @@
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log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse")
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target.add_overlay(image_overlay, 1)
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user << "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>"
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to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>")
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addtimer(CALLBACK(src, .proc/explode), timer * 10)
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/obj/item/weapon/c4/proc/explode()
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