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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@@ -10,7 +10,7 @@
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/obj/effect/light_emitter/New()
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..()
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SetLuminosity(set_luminosity, set_cap)
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set_light(set_luminosity, set_cap)
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/**********************Miner Lockers**************************/
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@@ -69,7 +69,7 @@
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/obj/machinery/computer/shuttle/mining/attack_hand(mob/user)
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if(user.z == ZLEVEL_STATION && user.mind && (user.mind in ticker.mode.head_revolutionaries) && !(user.mind in dumb_rev_heads))
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user << "<span class='warning'>You get a feeling that leaving the station might be a REALLY dumb idea...</span>"
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to_chat(user, "<span class='warning'>You get a feeling that leaving the station might be a REALLY dumb idea...</span>")
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dumb_rev_heads += user.mind
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return
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..()
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@@ -198,7 +198,7 @@
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/obj/item/weapon/emptysandbag/attackby(obj/item/W, mob/user, params)
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if(istype(W,/obj/item/weapon/ore/glass))
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user << "<span class='notice'>You fill the sandbag.</span>"
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to_chat(user, "<span class='notice'>You fill the sandbag.</span>")
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var/obj/item/stack/sheet/mineral/sandbags/I = new /obj/item/stack/sheet/mineral/sandbags
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qdel(src)
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user.put_in_hands(I)
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@@ -248,8 +248,8 @@
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/obj/item/weapon/survivalcapsule/examine(mob/user)
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. = ..()
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get_template()
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user << "This capsule has the [template.name] stored."
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user << template.description
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to_chat(user, "This capsule has the [template.name] stored.")
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to_chat(user, template.description)
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/obj/item/weapon/survivalcapsule/attack_self()
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// Can't grab when capsule is New() because templates aren't loaded then
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@@ -454,6 +454,12 @@
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. = ..()
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T.air_update_turf(1)
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//Inivisible, indestructible fans
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/obj/structure/fans/tiny/invisible
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name = "air flow blocker"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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invisibility = INVISIBILITY_ABSTRACT
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//Signs
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/obj/structure/sign/mining
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