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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@@ -83,11 +83,11 @@
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/obj/item/weapon/gun/examine(mob/user)
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..()
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if(pin)
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user << "It has [pin] installed."
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to_chat(user, "It has [pin] installed.")
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else
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user << "It doesn't have a firing pin installed, and won't fire."
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to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
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if(unique_reskin && !current_skin)
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user << "<span class='notice'>Alt-click it to reskin it.</span>"
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to_chat(user, "<span class='notice'>Alt-click it to reskin it.</span>")
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/weapon/gun/proc/process_chamber()
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@@ -101,7 +101,7 @@
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/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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user << "<span class='danger'>*click*</span>"
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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@@ -154,14 +154,14 @@
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if(clumsy_check)
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if(istype(user))
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if (user.disabilities & CLUMSY && prob(40))
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user << "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>"
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to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
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var/shot_leg = pick("l_leg", "r_leg")
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process_fire(user,user,0,params, zone_override = shot_leg)
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user.drop_item()
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return
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if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
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user << "<span class='userdanger'>You need both hands free to fire [src]!</span>"
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to_chat(user, "<span class='userdanger'>You need both hands free to fire [src]!</span>")
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return
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//DUAL (or more!) WIELDING
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@@ -197,7 +197,7 @@
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pin.auth_fail(user)
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return 0
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else
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user << "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>"
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to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
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return 0
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/obj/item/weapon/gun/proc/recharge_newshot()
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@@ -282,9 +282,9 @@
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if(!gun_light)
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if(!user.transferItemToLoc(I, src))
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return
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user << "<span class='notice'>You click [S] into place on [src].</span>"
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to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
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if(S.on)
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SetLuminosity(0)
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set_light(0)
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gun_light = S
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update_icon()
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update_gunlight(user)
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@@ -296,7 +296,7 @@
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if(istype(I, /obj/item/weapon/screwdriver))
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if(gun_light)
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for(var/obj/item/device/flashlight/seclite/S in src)
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user << "<span class='notice'>You unscrew the seclite from [src].</span>"
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to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
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gun_light = null
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S.forceMove(get_turf(user))
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update_gunlight(user)
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@@ -320,7 +320,7 @@
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var/mob/living/carbon/human/user = usr
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gun_light.on = !gun_light.on
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user << "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>"
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to_chat(user, "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_gunlight(user)
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@@ -329,21 +329,12 @@
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/obj/item/weapon/gun/proc/update_gunlight(mob/user = null)
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if(gun_light)
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if(gun_light.on)
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if(loc == user)
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user.AddLuminosity(gun_light.brightness_on)
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else if(isturf(loc))
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SetLuminosity(gun_light.brightness_on)
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set_light(gun_light.brightness_on)
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else
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if(loc == user)
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user.AddLuminosity(-gun_light.brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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set_light(0)
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update_icon()
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else
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if(loc == user)
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user.AddLuminosity(-5)
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else if(isturf(loc))
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SetLuminosity(0)
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set_light(0)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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@@ -351,19 +342,11 @@
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/obj/item/weapon/gun/pickup(mob/user)
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..()
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if(gun_light)
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if(gun_light.on)
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user.AddLuminosity(gun_light.brightness_on)
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SetLuminosity(0)
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if(azoom)
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azoom.Grant(user)
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/obj/item/weapon/gun/dropped(mob/user)
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..()
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if(gun_light)
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if(gun_light.on)
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user.AddLuminosity(-gun_light.brightness_on)
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SetLuminosity(gun_light.brightness_on)
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zoom(user,FALSE)
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if(azoom)
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azoom.Remove(user)
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@@ -372,7 +355,7 @@
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/obj/item/weapon/gun/AltClick(mob/user)
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..()
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if(user.incapacitated())
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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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if(unique_reskin && !current_skin && loc == user)
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reskin_gun(user)
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@@ -385,7 +368,7 @@
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if(options[choice] == null)
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return
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current_skin = options[choice]
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M << "Your gun is now skinned as [choice]. Say hello to your new friend."
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to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
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update_icon()
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@@ -493,4 +476,3 @@
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if(zoomable)
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azoom = new()
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azoom.gun = src
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