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:
@@ -27,7 +27,7 @@
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else if(istype(action, /datum/action/item_action/jetpack_stabilization))
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if(on)
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stabilizers = !stabilizers
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user << "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>"
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to_chat(user, "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>")
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else
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toggle_internals(user)
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@@ -38,10 +38,10 @@
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if(!on)
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turn_on()
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user << "<span class='notice'>You turn the jetpack on.</span>"
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to_chat(user, "<span class='notice'>You turn the jetpack on.</span>")
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else
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turn_off()
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user << "<span class='notice'>You turn the jetpack off.</span>"
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to_chat(user, "<span class='notice'>You turn the jetpack off.</span>")
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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@@ -154,12 +154,12 @@
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/obj/item/weapon/tank/jetpack/suit/cycle(mob/user)
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if(!istype(loc, /obj/item/clothing/suit/space/hardsuit))
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user << "<span class='warning'>\The [src] must be connected to a hardsuit!</span>"
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to_chat(user, "<span class='warning'>\The [src] must be connected to a hardsuit!</span>")
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return
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var/mob/living/carbon/human/H = user
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if(!istype(H.s_store, /obj/item/weapon/tank/internals))
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user << "<span class='warning'>You need a tank in your suit storage!</span>"
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to_chat(user, "<span class='warning'>You need a tank in your suit storage!</span>")
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return
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..()
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@@ -25,24 +25,24 @@
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return
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if(H.internal == src)
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H << "<span class='notice'>You close [src] valve.</span>"
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to_chat(H, "<span class='notice'>You close [src] valve.</span>")
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H.internal = null
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H.update_internals_hud_icon(0)
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else
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if(!H.getorganslot("breathing_tube"))
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if(!H.wear_mask)
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H << "<span class='warning'>You need a mask!</span>"
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to_chat(H, "<span class='warning'>You need a mask!</span>")
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return
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if(H.wear_mask.mask_adjusted)
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H.wear_mask.adjustmask(H)
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if(!(H.wear_mask.flags & MASKINTERNALS))
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H << "<span class='warning'>[H.wear_mask] can't use [src]!</span>"
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to_chat(H, "<span class='warning'>[H.wear_mask] can't use [src]!</span>")
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return
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if(H.internal)
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H << "<span class='notice'>You switch your internals to [src].</span>"
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to_chat(H, "<span class='notice'>You switch your internals to [src].</span>")
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else
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H << "<span class='notice'>You open [src] valve.</span>"
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to_chat(H, "<span class='notice'>You open [src] valve.</span>")
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H.internal = src
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H.update_internals_hud_icon(1)
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H.update_action_buttons_icon()
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@@ -69,10 +69,10 @@
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if (istype(src.loc, /obj/item/assembly))
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icon = src.loc
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if(!in_range(src, user))
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if (icon == src) user << "<span class='notice'>If you want any more information you'll need to get closer.</span>"
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if (icon == src) to_chat(user, "<span class='notice'>If you want any more information you'll need to get closer.</span>")
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return
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user << "<span class='notice'>The pressure gauge reads [src.air_contents.return_pressure()] kPa.</span>"
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to_chat(user, "<span class='notice'>The pressure gauge reads [src.air_contents.return_pressure()] kPa.</span>")
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var/celsius_temperature = src.air_contents.temperature-T0C
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var/descriptive
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@@ -90,7 +90,7 @@
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else
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descriptive = "furiously hot"
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user << "<span class='notice'>It feels [descriptive].</span>"
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to_chat(user, "<span class='notice'>It feels [descriptive].</span>")
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/obj/item/weapon/tank/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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@@ -234,7 +234,7 @@
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if(!istype(src.loc,/obj/item/device/transfer_valve))
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message_admins("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
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log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
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//world << "\blue[x],[y] tank is exploding: [pressure] kPa"
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//to_chat(world, "\blue[x],[y] tank is exploding: [pressure] kPa")
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//Give the gas a chance to build up more pressure through reacting
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air_contents.react()
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air_contents.react()
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@@ -243,7 +243,7 @@
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var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
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var/turf/epicenter = get_turf(loc)
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//world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]"
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//to_chat(world, "\blue Exploding Pressure: [pressure] kPa, intensity: [range]")
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explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
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if(istype(src.loc,/obj/item/device/transfer_valve))
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@@ -252,7 +252,7 @@
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qdel(src)
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else if(pressure > TANK_RUPTURE_PRESSURE)
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//world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]"
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//to_chat(world, "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]")
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if(integrity <= 0)
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var/turf/T = get_turf(src)
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if(!T)
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@@ -264,7 +264,7 @@
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integrity--
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else if(pressure > TANK_LEAK_PRESSURE)
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//world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]"
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//to_chat(world, "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]")
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if(integrity <= 0)
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var/turf/T = get_turf(src)
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if(!T)
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@@ -34,7 +34,7 @@
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set name = "Toggle Mister"
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set category = "Object"
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if (usr.get_item_by_slot(usr.getBackSlot()) != src)
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usr << "<span class='warning'>The watertank must be worn properly to use!</span>"
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to_chat(usr, "<span class='warning'>The watertank must be worn properly to use!</span>")
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return
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if(usr.incapacitated())
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return
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@@ -48,7 +48,7 @@
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//Detach the nozzle into the user's hands
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if(!user.put_in_hands(noz))
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on = 0
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user << "<span class='warning'>You need a free hand to hold the mister!</span>"
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to_chat(user, "<span class='warning'>You need a free hand to hold the mister!</span>")
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return
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noz.loc = user
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else
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@@ -124,7 +124,7 @@
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/obj/item/weapon/reagent_containers/spray/mister/dropped(mob/user)
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..()
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user << "<span class='notice'>The mister snaps back onto the watertank.</span>"
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to_chat(user, "<span class='notice'>The mister snaps back onto the watertank.</span>")
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tank.on = 0
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loc = tank
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@@ -173,7 +173,7 @@
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/obj/item/weapon/reagent_containers/spray/mister/janitor/attack_self(var/mob/user)
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amount_per_transfer_from_this = (amount_per_transfer_from_this == 10 ? 5 : 10)
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user << "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
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to_chat(user, "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>")
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//ATMOS FIRE FIGHTING BACKPACK
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@@ -240,23 +240,23 @@
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if(EXTINGUISHER)
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nozzle_mode = NANOFROST
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tank.icon_state = "waterbackpackatmos_1"
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user << "Swapped to nanofrost launcher"
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to_chat(user, "Swapped to nanofrost launcher")
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return
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if(NANOFROST)
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nozzle_mode = METAL_FOAM
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tank.icon_state = "waterbackpackatmos_2"
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user << "Swapped to metal foam synthesizer"
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to_chat(user, "Swapped to metal foam synthesizer")
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return
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if(METAL_FOAM)
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nozzle_mode = EXTINGUISHER
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tank.icon_state = "waterbackpackatmos_0"
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user << "Swapped to water extinguisher"
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to_chat(user, "Swapped to water extinguisher")
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return
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return
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/obj/item/weapon/extinguisher/mini/nozzle/dropped(mob/user)
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..()
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user << "<span class='notice'>The nozzle snaps back onto the tank!</span>"
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to_chat(user, "<span class='notice'>The nozzle snaps back onto the tank!</span>")
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tank.on = 0
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loc = tank
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@@ -272,10 +272,10 @@
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return //Safety check so you don't blast yourself trying to refill your tank
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var/datum/reagents/R = reagents
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if(R.total_volume < 100)
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user << "<span class='warning'>You need at least 100 units of water to use the nanofrost launcher!</span>"
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to_chat(user, "<span class='warning'>You need at least 100 units of water to use the nanofrost launcher!</span>")
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return
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if(nanofrost_cooldown)
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user << "<span class='warning'>Nanofrost launcher is still recharging...</span>"
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to_chat(user, "<span class='warning'>Nanofrost launcher is still recharging...</span>")
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return
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nanofrost_cooldown = 1
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R.remove_any(100)
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@@ -300,7 +300,7 @@
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spawn(100)
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metal_synthesis_cooldown--
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else
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user << "<span class='warning'>Metal foam mix is still being synthesized...</span>"
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to_chat(user, "<span class='warning'>Metal foam mix is still being synthesized...</span>")
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return
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/obj/effect/nanofrost_container
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@@ -358,7 +358,7 @@
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if(!istype(user))
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return
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if (user.get_item_by_slot(slot_back) != src)
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user << "<span class='warning'>The chemtank needs to be on your back before you can activate it!</span>"
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to_chat(user, "<span class='warning'>The chemtank needs to be on your back before you can activate it!</span>")
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return
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if(on)
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turn_off()
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@@ -406,13 +406,13 @@
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on = 1
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START_PROCESSING(SSobj, src)
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if(ismob(loc))
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loc << "<span class='notice'>[src] turns on.</span>"
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to_chat(loc, "<span class='notice'>[src] turns on.</span>")
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/obj/item/weapon/reagent_containers/chemtank/proc/turn_off()
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on = 0
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STOP_PROCESSING(SSobj, src)
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if(ismob(loc))
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loc << "<span class='notice'>[src] turns off.</span>"
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to_chat(loc, "<span class='notice'>[src] turns off.</span>")
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/obj/item/weapon/reagent_containers/chemtank/process()
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if(!ishuman(loc))
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