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:
@@ -119,7 +119,7 @@
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icon_state = "bulletproof"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50)
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armor = list(melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50)
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strip_delay = 70
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put_on_delay = 50
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@@ -167,11 +167,11 @@
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
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src.active = !( src.active )
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if (src.active)
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user << "<span class='notice'>[src] is now active.</span>"
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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src.icon_state = "reactive"
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src.item_state = "reactive"
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else
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user << "<span class='notice'>[src] is now inactive.</span>"
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to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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src.add_fingerprint(user)
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@@ -428,7 +428,7 @@
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name = "winter coat"
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desc = "A heavy jacket made from 'synthetic' animal furs."
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icon_state = "coatwinter"
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item_state = "labcoat"
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item_state = "coatwinter"
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body_parts_covered = CHEST|GROIN|ARMS
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cold_protection = CHEST|GROIN|ARMS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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@@ -447,6 +447,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/captain
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name = "captain's winter coat"
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icon_state = "coatcaptain"
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item_state = "coatcaptain"
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armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 50)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/captain
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@@ -457,6 +458,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/security
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name = "security winter coat"
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icon_state = "coatsecurity"
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item_state = "coatsecurity"
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armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 0, acid = 45)
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/ballistic,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/security
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@@ -467,6 +469,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/medical
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name = "medical winter coat"
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icon_state = "coatmedical"
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item_state = "coatmedical"
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0, fire = 0, acid = 45)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
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@@ -477,6 +480,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/science
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name = "science winter coat"
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icon_state = "coatscience"
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item_state = "coatscience"
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allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/science
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@@ -487,6 +491,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/engineering
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name = "engineering winter coat"
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icon_state = "coatengineer"
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item_state = "coatengineer"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20, fire = 30, acid = 45)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
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@@ -497,6 +502,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos
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name = "atmospherics winter coat"
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icon_state = "coatatmos"
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item_state = "coatatmos"
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hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering/atmos
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/obj/item/clothing/head/hooded/winterhood/engineering/atmos
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@@ -505,6 +511,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/hydro
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name = "hydroponics winter coat"
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icon_state = "coathydro"
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item_state = "coathydro"
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allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/hydro
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@@ -514,6 +521,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/cargo
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name = "cargo winter coat"
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icon_state = "coatcargo"
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item_state = "coatcargo"
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hoodtype = /obj/item/clothing/head/hooded/winterhood/cargo
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/obj/item/clothing/head/hooded/winterhood/cargo
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@@ -522,6 +530,7 @@
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/obj/item/clothing/suit/hooded/wintercoat/miner
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name = "mining winter coat"
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icon_state = "coatminer"
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item_state = "coatminer"
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allowed = list(/obj/item/weapon/pickaxe,/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter)
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
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hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
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@@ -55,10 +55,10 @@
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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if(H.wear_suit != src)
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H << "<span class='warning'>You must be wearing [src] to put up the hood!</span>"
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to_chat(H, "<span class='warning'>You must be wearing [src] to put up the hood!</span>")
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return
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if(H.head)
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H << "<span class='warning'>You're already wearing something on your head!</span>"
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to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
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return
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else if(H.equip_to_slot_if_possible(hood,slot_head,0,0,1))
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suittoggled = 1
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@@ -95,7 +95,7 @@
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/obj/item/clothing/suit/toggle/AltClick(mob/user)
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..()
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if(!user.canUseTopic(src, be_close=TRUE))
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user << "<span class='warning'>You can't do that right now!</span>"
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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else
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suit_toggle(user)
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@@ -109,7 +109,7 @@
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if(!can_use(usr))
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return 0
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usr << "<span class='notice'>You toggle [src]'s [togglename].</span>"
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to_chat(usr, "<span class='notice'>You toggle [src]'s [togglename].</span>")
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if(src.suittoggled)
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src.icon_state = "[initial(icon_state)]"
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src.suittoggled = 0
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@@ -123,7 +123,7 @@
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/obj/item/clothing/suit/toggle/examine(mob/user)
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..()
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user << "Alt-click on [src] to toggle the [togglename]."
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to_chat(user, "Alt-click on [src] to toggle the [togglename].")
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//Hardsuit toggle code
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/obj/item/clothing/suit/space/hardsuit/New()
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@@ -171,7 +171,7 @@
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helmet.attack_self(H)
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H.transferItemToLoc(helmet, src, TRUE)
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H.update_inv_wear_suit()
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H << "<span class='notice'>The helmet on the hardsuit disengages.</span>"
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to_chat(H, "<span class='notice'>The helmet on the hardsuit disengages.</span>")
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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else
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helmet.forceMove(src)
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@@ -189,13 +189,13 @@
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if(!suittoggled)
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if(ishuman(src.loc))
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if(H.wear_suit != src)
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H << "<span class='warning'>You must be wearing [src] to engage the helmet!</span>"
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to_chat(H, "<span class='warning'>You must be wearing [src] to engage the helmet!</span>")
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return
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if(H.head)
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H << "<span class='warning'>You're already wearing something on your head!</span>"
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to_chat(H, "<span class='warning'>You're already wearing something on your head!</span>")
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return
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else if(H.equip_to_slot_if_possible(helmet,slot_head,0,0,1))
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H << "<span class='notice'>You engage the helmet on the hardsuit.</span>"
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to_chat(H, "<span class='notice'>You engage the helmet on the hardsuit.</span>")
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suittoggled = 1
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H.update_inv_wear_suit()
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playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
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@@ -165,7 +165,7 @@
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if(!isliving(usr))
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return
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if(!robe_charge)
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usr << "<span class='warning'>\The robe's internal magic supply is still recharging!</span>"
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to_chat(usr, "<span class='warning'>\The robe's internal magic supply is still recharging!</span>")
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return
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usr.say("Rise, my creation! Off your page into this realm!")
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@@ -176,7 +176,7 @@
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src.robe_charge = FALSE
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sleep(30)
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src.robe_charge = TRUE
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usr << "<span class='notice'>\The robe hums, its internal magic supply restored.</span>"
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to_chat(usr, "<span class='notice'>\The robe hums, its internal magic supply restored.</span>")
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//Shielded Armour
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@@ -221,7 +221,7 @@
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/obj/item/wizard_armour_charge/afterattack(obj/item/clothing/suit/space/hardsuit/shielded/wizard/W, mob/user)
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..()
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if(!istype(W))
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user << "<span class='warning'>The rune can only be used on battlemage armour!</span>"
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to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
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return
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W.current_charges += 8
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user <<"<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>"
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