* Fixes various spelling and grammar errors. * Update crashedship.dm * Update listeningstation.dm * Update augments_chest.dm * Update augments_chest.dm
192 lines
5.4 KiB
Plaintext
192 lines
5.4 KiB
Plaintext
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/obj/item/bodypart/l_arm/robot
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name = "cyborg left arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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attack_verb = list("slapped", "punched")
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_l_arm"
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status = BODYPART_ROBOTIC
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/obj/item/bodypart/r_arm/robot
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name = "cyborg right arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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attack_verb = list("slapped", "punched")
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_r_arm"
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status = BODYPART_ROBOTIC
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/obj/item/bodypart/l_leg/robot
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name = "cyborg left leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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attack_verb = list("kicked", "stomped")
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_l_leg"
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status = BODYPART_ROBOTIC
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/obj/item/bodypart/r_leg/robot
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name = "cyborg right leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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attack_verb = list("kicked", "stomped")
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_r_leg"
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status = BODYPART_ROBOTIC
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/obj/item/bodypart/chest/robot
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name = "cyborg torso"
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desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_chest"
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status = BODYPART_ROBOTIC
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var/wired = 0
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var/obj/item/stock_parts/cell/cell = null
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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/stock_parts/cell))
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if(src.cell)
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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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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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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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to_chat(user, "<span class='notice'>You insert the wire.</span>")
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else
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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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/obj/item/bodypart/chest/robot/Destroy()
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if(cell)
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qdel(cell)
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cell = null
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return ..()
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/obj/item/bodypart/chest/robot/drop_organs(mob/user)
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if(wired)
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new /obj/item/stack/cable_coil(user.loc, 1)
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if(cell)
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cell.forceMove(user.loc)
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cell = null
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..()
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/obj/item/bodypart/head/robot
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name = "cyborg head"
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desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
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item_state = "buildpipe"
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icon = 'icons/obj/robot_parts.dmi'
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flags_1 = CONDUCT_1
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icon_state = "borg_head"
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status = BODYPART_ROBOTIC
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var/obj/item/device/assembly/flash/handheld/flash1 = null
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var/obj/item/device/assembly/flash/handheld/flash2 = null
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/obj/item/bodypart/head/robot/attackby(obj/item/W, mob/user, params)
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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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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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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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return
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if(src.flash1)
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src.flash2 = F
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else
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src.flash1 = F
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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/crowbar))
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if(flash1 || flash2)
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playsound(src.loc, W.usesound, 50, 1)
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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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if(flash2)
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flash2.forceMove(user.loc)
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flash2 = null
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else
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to_chat(user, "<span class='warning'>There is no flash to remove from [src].</span>")
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else
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return ..()
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/obj/item/bodypart/head/robot/Destroy()
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if(flash1)
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qdel(flash1)
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flash1 = null
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if(flash2)
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qdel(flash2)
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flash2 = null
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return ..()
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/obj/item/bodypart/head/robot/drop_organs(mob/user)
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if(flash1)
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flash1.forceMove(user.loc)
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flash1 = null
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if(flash2)
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flash2.forceMove(user.loc)
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flash2 = null
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..()
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/obj/item/bodypart/l_arm/robot/surplus
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name = "surplus prosthetic left arm"
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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/augmentation/surplus_augments.dmi'
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icon_state = "l_arm"
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max_damage = 20
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/obj/item/bodypart/r_arm/robot/surplus
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name = "surplus prosthetic right arm"
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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/augmentation/surplus_augments.dmi'
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icon_state = "r_arm"
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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 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/augmentation/surplus_augments.dmi'
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icon_state = "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 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/augmentation/surplus_augments.dmi'
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icon_state = "r_leg"
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max_damage = 20
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