makes it compile. should work. hopefully
This commit is contained in:
@@ -29,7 +29,6 @@
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/datum/controller/subsystem/job/proc/FreeRole(rank)
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if(!rank)
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return
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Debug("Freeing role: [rank]")
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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@@ -117,17 +117,11 @@
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machine_name = "KinkMate"
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icon = 'modular_citadel/icons/vending_restock.dmi'
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icon_state = "refill_kink"
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charges = list(8, 5, 1)// of 20 standard, 12 contraband, 3 premium
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init_charges = list(8, 5, 1)
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/obj/item/vending_refill/nazi
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machine_name = "nazivend"
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icon_state = "refill_nazi"
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charges = list(33, 13, 0)
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init_charges = list(33, 13, 0)
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/obj/item/vending_refill/soviet
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machine_name = "sovietvend"
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icon_state = "refill_soviet"
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charges = list(47, 7, 0)
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init_charges = list(47, 7, 0)
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@@ -52,7 +52,7 @@
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desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for charging the small batteries found in electromagnetic devices."
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icon = 'icons/obj/module.dmi'
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icon_state = "cell_mini"
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flags_1 = NOBLUDGEON_1
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item_flags = NOBLUDGEON
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var/uses = 5 //Dictates how many charges the device adds to compatible items
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/obj/item/emagrecharge/examine(mob/user)
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@@ -206,8 +206,8 @@
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/obj/item/toy/sword/cx/attackby(obj/item/W, mob/living/user, params)
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if(istype(W, /obj/item/toy/sword/cx))
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if((W.flags_1 & NODROP_1) || (flags_1 & NODROP_1))
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to_chat(user, "<span class='warning'>\the [flags_1 & NODROP_1 ? src : W] is stuck to your hand, you can't attach it to \the [flags_1 & NODROP_1 ? W : src]!</span>")
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if((W.item_flags & NODROP) || (item_flags & NODROP))
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to_chat(user, "<span class='warning'>\the [item_flags & NODROP ? src : W] is stuck to your hand, you can't attach it to \the [item_flags & NODROP ? W : src]!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You combine the two plastic swords, making a single supermassive toy! You're fake-cool.</span>")
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@@ -307,7 +307,7 @@
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var/mob/M = loc
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M.update_inv_hands()
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is)
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is)
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/obj/item/twohanded/hypereutactic/AltClick(mob/living/user)
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if(!in_range(src, user)) //Basic checks to prevent abuse
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@@ -1,5 +1,3 @@
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/obj/item/vending_refill/medical
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machine_name = "NanoMed"
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icon_state = "refill_medical"
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charges = list(32, 5, 3)// of 95 standard, 13 contraband, 8 premium
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init_charges = list(32, 5, 3)
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@@ -8,7 +8,7 @@
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icon = 'icons/obj/custom.dmi'
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icon_state = "cebu"
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w_class = WEIGHT_CLASS_TINY
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flags_1 = NOBLUDGEON_1
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item_flags = NOBLUDGEON
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/obj/item/soap/cebu //real versions, for admin shenanigans. Adminspawn only
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desc = "A bright blue bar of soap that smells of wolves"
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@@ -338,7 +338,7 @@
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blood_overlay_type = "armor"
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dog_fashion = /datum/dog_fashion/back
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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/obj/item/clothing/neck/cloak/green
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name = "Generic Green Cloak"
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@@ -54,7 +54,7 @@
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var/obj/item/loaded = loaded_atom
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var/obj/item/storage/S = H.get_item_by_slot(SLOT_BACK)
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if(istype(S))
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S.SendSignal(COMSIG_TRY_STORAGE_INSERT,loaded, TRUE, H) //Force it into their backpack
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SEND_SIGNAL(S, COMSIG_TRY_STORAGE_INSERT,loaded, TRUE, H) //Force it into their backpack
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continue
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if(!H.put_in_hands(loaded)) //They don't have one/somehow that failed, put it in their hands
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loaded.forceMove(T) //Guess we're just dumping it on the floor!
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@@ -27,7 +27,7 @@
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if(hud_used && hud_used.static_inventory)
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for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
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selector.rebasetointerbay(src)
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SendSignal(COMSIG_COMBAT_TOGGLED, src, combatmode)
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SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
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return TRUE
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/mob/living/carbon/Move(atom/newloc, direct = 0)
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@@ -35,7 +35,7 @@
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if(target.w_uniform)
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target.w_uniform.add_fingerprint(user)
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var/randomized_zone = ran_zone(user.zone_selected)
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target.SendSignal(COMSIG_HUMAN_DISARM_HIT, user, user.zone_selected)
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SEND_SIGNAL(target, COMSIG_HUMAN_DISARM_HIT, user, user.zone_selected)
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var/obj/item/bodypart/affecting = target.get_bodypart(randomized_zone)
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var/randn = rand(1, 100)
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if(user.resting)
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@@ -182,7 +182,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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/obj/item/soap/tongue/New()
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..()
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flags_1 |= NOBLUDGEON_1 //No more attack messages
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item_flags |= NOBLUDGEON //No more attack messages
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/obj/item/trash/rkibble
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name = "robo kibble"
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@@ -258,7 +258,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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to_chat(R,"<span class='notice'>You clean \the [target.name].</span>")
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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else if(ishuman(target))
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if(R.emagged)
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var/mob/living/L = target
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@@ -293,7 +293,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
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var/obj/effect/decal/cleanable/C = locate() in target
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qdel(C)
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SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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return
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@@ -318,7 +318,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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/obj/item/dogborg/pounce/New()
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..()
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flags_1 |= NOBLUDGEON_1
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item_flags |= NOBLUDGEON
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/mob/living/silicon/robot
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var/leaping = 0
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@@ -4,4 +4,4 @@
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else
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if(O)
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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