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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@@ -126,7 +126,7 @@
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a monkey.</B>"
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to_chat(O, "<B>You are now a monkey.</B>")
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for(var/A in loc.vars)
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if(loc.vars[A] == src)
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@@ -276,7 +276,7 @@
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O.a_intent = INTENT_HELP
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a human.</B>"
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to_chat(O, "<B>You are now a human.</B>")
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. = O
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@@ -286,11 +286,6 @@
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qdel(src)
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/mob/new_player/AIize()
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spawning = 1
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return ..()
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/mob/living/carbon/human/AIize()
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if (notransform)
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return
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@@ -311,7 +306,7 @@
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invisibility = INVISIBILITY_MAXIMUM
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return ..()
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/mob/proc/AIize()
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/mob/proc/AIize(transfer_after = TRUE)
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if(client)
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stopLobbySound()
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@@ -329,18 +324,19 @@
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continue
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loc_landmark = tripai.loc
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if(!loc_landmark)
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src << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name == "AI")
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loc_landmark = sloc.loc
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if(!transfer_after)
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mind.active = FALSE
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. = new /mob/living/silicon/ai(loc_landmark, null, src)
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qdel(src)
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return
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//human -> robot
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/mob/living/carbon/human/proc/Robotize(delete_items = 0)
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/mob/living/carbon/human/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if (notransform)
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return
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for(var/obj/item/W in src)
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@@ -367,12 +363,13 @@
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R.gender = gender
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R.invisibility = 0
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if(mind) //TODO
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(R)
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if(mind.special_role)
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R.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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else
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else if(transfer_after)
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R.key = key
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if (config.rename_cyborg)
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@@ -420,7 +417,7 @@
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new_xeno.a_intent = INTENT_HARM
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new_xeno.key = key
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new_xeno << "<B>You are now an alien.</B>"
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to_chat(new_xeno, "<B>You are now an alien.</B>")
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. = new_xeno
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qdel(src)
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@@ -452,7 +449,7 @@
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new_slime.a_intent = INTENT_HARM
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new_slime.key = key
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new_slime << "<B>You are now a slime. Skreee!</B>"
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to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
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. = new_slime
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qdel(src)
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@@ -483,7 +480,7 @@
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new_corgi.a_intent = INTENT_HARM
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new_corgi.key = key
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new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
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to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
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. = new_corgi
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qdel(src)
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@@ -493,7 +490,7 @@
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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usr << "<span class='danger'>Sorry but this mob type is currently unavailable.</span>"
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to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
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return
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if(notransform)
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@@ -516,7 +513,7 @@
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new_mob.a_intent = INTENT_HARM
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new_mob << "You suddenly feel more... animalistic."
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to_chat(new_mob, "You suddenly feel more... animalistic.")
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. = new_mob
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qdel(src)
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@@ -526,14 +523,14 @@
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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usr << "<span class='danger'>Sorry but this mob type is currently unavailable.</span>"
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to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
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return
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var/mob/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.a_intent = INTENT_HARM
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new_mob << "You feel more... animalistic"
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to_chat(new_mob, "You feel more... animalistic")
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. = new_mob
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qdel(src)
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