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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@@ -22,15 +22,15 @@
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return
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if(istype(I, /obj/item/weapon/evidencebag))
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user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
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to_chat(user, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
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return 1 //now this is podracing
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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user << "<span class='notice'>[I] won't fit in [src].</span>"
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to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
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return
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if(contents.len)
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user << "<span class='notice'>[src] already has something inside it.</span>"
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to_chat(user, "<span class='notice'>[src] already has something inside it.</span>")
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return
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if(!isturf(I.loc)) //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
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@@ -75,7 +75,7 @@
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desc = "An empty evidence bag."
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else
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user << "[src] is empty."
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to_chat(user, "[src] is empty.")
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icon_state = "evidenceobj"
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return
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