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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@@ -43,9 +43,9 @@
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/obj/item/bodypart/examine(mob/user)
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..()
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if(brute_dam > 0)
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user << "<span class='warning'>This limb has [brute_dam > 30 ? "severe" : "minor"] bruising.</span>"
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to_chat(user, "<span class='warning'>This limb has [brute_dam > 30 ? "severe" : "minor"] bruising.</span>")
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if(burn_dam > 0)
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user << "<span class='warning'>This limb has [burn_dam > 30 ? "severe" : "minor"] burns.</span>"
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to_chat(user, "<span class='warning'>This limb has [burn_dam > 30 ? "severe" : "minor"] burns.</span>")
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/obj/item/bodypart/blob_act()
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take_damage(max_damage)
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@@ -76,7 +76,7 @@
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if(W.sharpness)
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add_fingerprint(user)
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if(!contents.len)
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user << "<span class='warning'>There is nothing left inside [src]!</span>"
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to_chat(user, "<span class='warning'>There is nothing left inside [src]!</span>")
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return
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playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
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user.visible_message("<span class='warning'>[user] begins to cut open [src].</span>",\
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@@ -115,6 +115,10 @@
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brute = max(0, brute - 5)
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burn = max(0, burn - 4)
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switch(animal_origin)
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if(ALIEN_BODYPART,LARVA_BODYPART) //aliens take double burn
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burn *= 2
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var/can_inflict = max_damage - (brute_dam + burn_dam)
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if(!can_inflict)
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return 0
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@@ -58,23 +58,23 @@
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/obj/item/bodypart/chest/robot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/stock_parts/cell))
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if(src.cell)
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user << "<span class='warning'>You have already inserted a cell!</span>"
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to_chat(user, "<span class='warning'>You have already inserted a cell!</span>")
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return
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else
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if(!user.transferItemToLoc(W, src))
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return
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src.cell = W
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user << "<span class='notice'>You insert the cell.</span>"
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to_chat(user, "<span class='notice'>You insert the cell.</span>")
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else if(istype(W, /obj/item/stack/cable_coil))
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if(src.wired)
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user << "<span class='warning'>You have already inserted wire!</span>"
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to_chat(user, "<span class='warning'>You have already inserted wire!</span>")
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return
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var/obj/item/stack/cable_coil/coil = W
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if (coil.use(1))
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src.wired = 1
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user << "<span class='notice'>You insert the wire.</span>"
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to_chat(user, "<span class='notice'>You insert the wire.</span>")
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else
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user << "<span class='warning'>You need one length of coil to wire it!</span>"
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to_chat(user, "<span class='warning'>You need one length of coil to wire it!</span>")
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else
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return ..()
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@@ -111,10 +111,10 @@
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if(istype(W, /obj/item/device/assembly/flash/handheld))
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var/obj/item/device/assembly/flash/handheld/F = W
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if(src.flash1 && src.flash2)
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user << "<span class='warning'>You have already inserted the eyes!</span>"
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to_chat(user, "<span class='warning'>You have already inserted the eyes!</span>")
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return
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else if(F.crit_fail)
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user << "<span class='warning'>You can't use a broken flash!</span>"
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to_chat(user, "<span class='warning'>You can't use a broken flash!</span>")
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return
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else
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if(!user.transferItemToLoc(F, src))
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@@ -123,11 +123,11 @@
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src.flash2 = F
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else
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src.flash1 = F
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user << "<span class='notice'>You insert the flash into the eye socket.</span>"
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to_chat(user, "<span class='notice'>You insert the flash into the eye socket.</span>")
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else if(istype(W, /obj/item/weapon/crowbar))
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if(flash1 || flash2)
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playsound(src.loc, W.usesound, 50, 1)
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user << "<span class='notice'>You remove the flash from [src].</span>"
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to_chat(user, "<span class='notice'>You remove the flash from [src].</span>")
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if(flash1)
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flash1.forceMove(user.loc)
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flash1 = null
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@@ -135,7 +135,7 @@
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flash2.forceMove(user.loc)
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flash2 = null
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else
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user << "<span class='warning'>There are no flash to remove from [src].</span>"
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to_chat(user, "<span class='warning'>There are no flash to remove from [src].</span>")
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else
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return ..()
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@@ -177,15 +177,15 @@
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max_damage = 20
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/obj/item/bodypart/l_leg/robot/surplus
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name = "surplus prosthetic leg"
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name = "surplus prosthetic left leg"
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desc = "A skeletal, robotic limb. Outdated and fragile, but it's still better than nothing."
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icon = 'icons/mob/augments.dmi'
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icon_state = "surplus_l_leg"
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max_damage = 20
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/obj/item/bodypart/r_leg/robot/surplus
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name = "surplus prosthetic leg"
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name = "surplus prosthetic right leg"
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desc = "A skeletal, robotic limb. Outdated and fragile, but it's still better than nothing."
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icon = 'icons/mob/augments.dmi'
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icon_state = "surplus_r_leg"
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max_damage = 20
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max_damage = 20
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