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 @@
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icon = 'icons/obj/weapons.dmi'
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icon_state = "arm_blade"
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item_state = "arm_blade"
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origin_tech = "combat=5,biotech=5"
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origin_tech = "combat=5;biotech=5"
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w_class = WEIGHT_CLASS_HUGE
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force = 20
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throwforce = 10
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@@ -83,7 +83,7 @@
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add_fingerprint(user)
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if((CLUMSY in user.disabilities) && prob(50))
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user << "<span class ='danger'>You club yourself over the head.</span>"
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to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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@@ -154,14 +154,14 @@
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/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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to_chat(user, "<span class ='warning'>You extend the baton.</span>")
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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