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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@@ -9,7 +9,7 @@
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var/mob/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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/obj/structure/New()
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/obj/structure/Initialize()
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if (!armor)
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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..()
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@@ -23,8 +23,6 @@
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/obj/structure/Destroy()
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if(ticker)
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cameranet.updateVisibility(src)
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if(opacity)
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UpdateAffectingLights()
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if(smooth)
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queue_smooth_neighbors(src)
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return ..()
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@@ -89,19 +87,19 @@
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user.Stun(climb_stun)
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. = 1
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else
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user << "<span class='warning'>You fail to climb onto [src].</span>"
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to_chat(user, "<span class='warning'>You fail to climb onto [src].</span>")
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structureclimber = null
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/obj/structure/examine(mob/user)
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..()
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if(!(resistance_flags & INDESTRUCTIBLE))
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if(resistance_flags & ON_FIRE)
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user << "<span class='warning'>It's on fire!</span>"
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to_chat(user, "<span class='warning'>It's on fire!</span>")
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if(broken)
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user << "<span class='notice'>It looks broken.</span>"
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to_chat(user, "<span class='notice'>It looks broken.</span>")
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var/examine_status = examine_status(user)
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if(examine_status)
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user << examine_status
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to_chat(user, examine_status)
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/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
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var/healthpercent = (obj_integrity/max_integrity) * 100
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