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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@@ -58,23 +58,23 @@
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if (!magazine && istype(AM, mag_type))
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if(user.transferItemToLoc(AM, src))
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magazine = AM
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user << "<span class='notice'>You load a new magazine into \the [src].</span>"
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to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
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chamber_round()
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A.update_icon()
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update_icon()
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return 1
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else
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user << "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>"
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to_chat(user, "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>")
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return
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else if (magazine)
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user << "<span class='notice'>There's already a magazine in \the [src].</span>"
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to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
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if(istype(A, /obj/item/weapon/suppressor))
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var/obj/item/weapon/suppressor/S = A
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if(can_suppress)
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if(!suppressed)
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if(!user.transferItemToLoc(A, src))
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return
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user << "<span class='notice'>You screw [S] onto [src].</span>"
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to_chat(user, "<span class='notice'>You screw [S] onto [src].</span>")
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suppressed = A
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S.oldsound = fire_sound
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S.initial_w_class = w_class
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@@ -83,10 +83,10 @@
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update_icon()
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return
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else
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user << "<span class='warning'>[src] already has a suppressor!</span>"
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to_chat(user, "<span class='warning'>[src] already has a suppressor!</span>")
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return
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else
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user << "<span class='warning'>You can't seem to figure out how to fit [S] on [src]!</span>"
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to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src]!</span>")
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return
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return 0
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@@ -97,7 +97,7 @@
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if(!user.is_holding(src))
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..()
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return
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user << "<span class='notice'>You unscrew [suppressed] from [src].</span>"
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to_chat(user, "<span class='notice'>You unscrew [suppressed] from [src].</span>")
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user.put_in_hands(suppressed)
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fire_sound = S.oldsound
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w_class = S.initial_w_class
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@@ -113,21 +113,21 @@
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user.put_in_hands(magazine)
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magazine.update_icon()
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magazine = null
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user << "<span class='notice'>You pull the magazine out of \the [src].</span>"
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to_chat(user, "<span class='notice'>You pull the magazine out of \the [src].</span>")
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else if(chambered)
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AC.loc = get_turf(src)
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AC.SpinAnimation(10, 1)
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chambered = null
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user << "<span class='notice'>You unload the round from \the [src]'s chamber.</span>"
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to_chat(user, "<span class='notice'>You unload the round from \the [src]'s chamber.</span>")
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else
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user << "<span class='notice'>There's no magazine in \the [src].</span>"
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to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
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update_icon()
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return
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/obj/item/weapon/gun/ballistic/examine(mob/user)
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..()
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user << "Has [get_ammo()] round\s remaining."
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to_chat(user, "Has [get_ammo()] round\s remaining.")
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/obj/item/weapon/gun/ballistic/proc/get_ammo(countchambered = 1)
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var/boolets = 0 //mature var names for mature people
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@@ -157,7 +157,7 @@
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/obj/item/weapon/gun/ballistic/proc/sawoff(mob/user)
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if(sawn_state == SAWN_OFF)
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user << "<span class='warning'>\The [src] is already shortened!</span>"
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to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("[user] begins to shorten \the [src].", "<span class='notice'>You begin to shorten \the [src]...</span>")
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