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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@@ -59,7 +59,7 @@
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if(affecting)
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if(affecting.receive_damage(0, force))
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C.update_damage_overlays()
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C << "<span class='userdanger'>The nettle burns your bare hand!</span>"
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to_chat(C, "<span class='userdanger'>The nettle burns your bare hand!</span>")
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return 1
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/obj/item/weapon/grown/nettle/afterattack(atom/A as mob|obj, mob/user,proximity)
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@@ -67,7 +67,7 @@
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if(force > 0)
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force -= rand(1, (force / 3) + 1) // When you whack someone with it, leaves fall off
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else
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usr << "All the leaves have fallen off the nettle from violent whacking."
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to_chat(usr, "All the leaves have fallen off the nettle from violent whacking.")
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qdel(src)
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/obj/item/weapon/grown/nettle/basic
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@@ -94,13 +94,13 @@
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if(..())
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if(prob(50))
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user.Paralyse(5)
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user << "<span class='userdanger'>You are stunned by the Deathnettle when you try picking it up!</span>"
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to_chat(user, "<span class='userdanger'>You are stunned by the Deathnettle when you try picking it up!</span>")
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/obj/item/weapon/grown/nettle/death/attack(mob/living/carbon/M, mob/user)
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if(!..())
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return
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if(isliving(M))
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M << "<span class='danger'>You are stunned by the powerful acid of the Deathnettle!</span>"
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to_chat(M, "<span class='danger'>You are stunned by the powerful acid of the Deathnettle!</span>")
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add_logs(user, M, "attacked", src)
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M.adjust_blurriness(force/7)
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