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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@@ -117,7 +117,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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//Loading a disk into it.
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if(istype(D, /obj/item/weapon/disk))
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if(t_disk || d_disk)
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user << "A disk is already loaded into the machine."
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to_chat(user, "A disk is already loaded into the machine.")
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return
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if(istype(D, /obj/item/weapon/disk/tech_disk))
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@@ -125,12 +125,12 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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else if (istype(D, /obj/item/weapon/disk/design_disk))
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d_disk = D
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else
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user << "<span class='danger'>Machine cannot accept disks in that format.</span>"
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to_chat(user, "<span class='danger'>Machine cannot accept disks in that format.</span>")
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return
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if(!user.drop_item())
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return
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D.loc = src
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user << "<span class='notice'>You add the disk to the machine!</span>"
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to_chat(user, "<span class='notice'>You add the disk to the machine!</span>")
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else if(!(linked_destroy && linked_destroy.busy) && !(linked_lathe && linked_lathe.busy) && !(linked_imprinter && linked_imprinter.busy))
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. = ..()
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updateUsrDialog()
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@@ -153,7 +153,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if(!emagged)
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playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
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emagged = 1
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user << "<span class='notice'>You disable the security protocols</span>"
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to_chat(user, "<span class='notice'>You disable the security protocols</span>")
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/obj/machinery/computer/rdconsole/Topic(href, href_list)
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if(..())
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@@ -273,7 +273,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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else if(href_list["eject_item"]) //Eject the item inside the destructive analyzer.
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if(linked_destroy)
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if(linked_destroy.busy)
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usr << "<span class='danger'>The destructive analyzer is busy at the moment.</span>"
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to_chat(usr, "<span class='danger'>The destructive analyzer is busy at the moment.</span>")
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else if(linked_destroy.loaded_item)
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linked_destroy.loaded_item.forceMove(linked_destroy.loc)
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@@ -340,12 +340,12 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if(src.allowed(usr))
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screen = text2num(href_list["lock"])
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else
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usr << "Unauthorized Access."
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to_chat(usr, "Unauthorized Access.")
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else if(href_list["sync"]) //Sync the research holder with all the R&D consoles in the game that aren't sync protected.
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screen = 0.0
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if(!sync)
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usr << "<span class='danger'>You must connect to the network first!</span>"
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to_chat(usr, "<span class='danger'>You must connect to the network first!</span>")
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else
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griefProtection() //Putting this here because I dont trust the sync process
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spawn(30)
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@@ -392,7 +392,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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return
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if(linked_lathe.busy)
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usr << "<span class='danger'>Protolathe is busy at the moment.</span>"
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to_chat(usr, "<span class='danger'>Protolathe is busy at the moment.</span>")
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return
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var/coeff = linked_lathe.efficiency_coeff
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@@ -469,7 +469,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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return
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if(linked_imprinter.busy)
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usr << "<span class='danger'>Circuit Imprinter is busy at the moment.</span>"
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to_chat(usr, "<span class='danger'>Circuit Imprinter is busy at the moment.</span>")
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updateUsrDialog()
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return
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