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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@@ -11,9 +11,9 @@
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/obj/item/device/assembly/mousetrap/examine(mob/user)
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..()
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if(armed)
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user << "The mousetrap is armed!"
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to_chat(user, "The mousetrap is armed!")
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else
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user << "The mousetrap is not armed."
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to_chat(user, "The mousetrap is not armed.")
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/obj/item/device/assembly/mousetrap/activate()
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if(..())
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@@ -22,7 +22,7 @@
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY && prob(50))
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user << "<span class='warning'>Your hand slips, setting off the trigger!</span>"
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to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
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pulse(0)
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update_icon()
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if(usr)
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@@ -75,7 +75,7 @@
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/obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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user << "<span class='notice'>You arm [src].</span>"
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to_chat(user, "<span class='notice'>You arm [src].</span>")
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else
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if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
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var/which_hand = "l_hand"
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@@ -85,7 +85,7 @@
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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user << "<span class='notice'>You disarm [src].</span>"
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to_chat(user, "<span class='notice'>You disarm [src].</span>")
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armed = !armed
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update_icon()
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playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
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