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1 change: 1 addition & 0 deletions code/datums/ai_holo.dm
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Expand Up @@ -3,6 +3,7 @@
* bypass_colorize: if false, the hologram will be decolorized.
*/
/decl/ai_holo
abstract_type = /decl/ai_holo
var/requires_malf = FALSE
var/icon = 'icons/mob/hologram.dmi'
var/icon_state = "icon_state"
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1 change: 1 addition & 0 deletions code/datums/appearances/automatic/cardborg.dm
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Expand Up @@ -49,6 +49,7 @@
appearances[disguise.backpack_type] = disguise

/decl/cardborg_appearance
abstract_type = /decl/cardborg_appearance
var/backpack_type
var/icon_state = ICON_STATE_WORLD
var/icon = 'icons/mob/robots/robot.dmi'
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1 change: 1 addition & 0 deletions code/datums/colors/color_generator.dm
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@@ -1,4 +1,5 @@
/decl/color_generator
abstract_type = /decl/color_generator
var/color = COLOR_WHITE
var/min_random_span = -25
var/max_random_span = 25
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1 change: 1 addition & 0 deletions code/datums/communication/channel.dm
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@@ -1,6 +1,7 @@
#define plain_key_name(A) key_name(A, highlight_special_characters = 0)

/decl/communication_channel
abstract_type = /decl/communication_channel
var/name
var/config_setting
var/expected_communicator_type = /datum
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1 change: 1 addition & 0 deletions code/datums/footsteps.dm
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@@ -1,4 +1,5 @@
/decl/footsteps
abstract_type = /decl/footsteps
var/list/footstep_sounds

/decl/footsteps/catwalk
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20 changes: 20 additions & 0 deletions code/datums/genetics/genetic_conditions.dm
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@@ -1,4 +1,6 @@
/decl/genetic_condition
abstract_type = /decl/genetic_condition
decl_flags = DECL_FLAG_MANDATORY_UID
/// Descriptive name, used in VV panel.
var/name
/// Verb to be added or removed on activate/deactivate
Expand Down Expand Up @@ -50,73 +52,91 @@
/decl/genetic_condition/superpower/no_breath
name = "No Breathing"
activation_message = "You feel no need to breathe."
uid = "genetic_condition_superpower_nobreath"

/decl/genetic_condition/superpower/remoteview
name = "Remote Viewing"
grant_verb = /mob/living/human/proc/remoteobserve
activation_message = "Your mind expands."
uid = "genetic_condition_superpower_remoteview"

/decl/genetic_condition/superpower/running
name = "Super Speed"
activation_message = "Your leg muscles pulsate."
uid = "genetic_condition_superpower_running"

/decl/genetic_condition/superpower/remotetalk
name = "Telepathy"
grant_verb = /mob/living/human/proc/remotesay
activation_message = "You expand your mind outwards."
uid = "genetic_condition_superpower_remotetalk"

/decl/genetic_condition/superpower/cold_resist
name = "Cold Resistance"
underlay_state = "fire_s"
activation_message = "Your body is filled with warmth."
uid = "genetic_condition_superpower_cold_resist"

/decl/genetic_condition/superpower/noprints
name = "No Prints"
activation_message = "Your fingers feel numb."
uid = "genetic_condition_superpower_noprints"

/decl/genetic_condition/superpower/xray
name = "X-Ray Vision"
activation_message = "The walls suddenly disappear."
uid = "genetic_condition_superpower_xray"

/decl/genetic_condition/superpower/space_resist
name = "Space Resistance"
activation_message = "Your skin feels strange."
uid = "genetic_condition_superpower_spaceresist"

/decl/genetic_condition/disability
abstract_type = /decl/genetic_condition/disability

/decl/genetic_condition/disability/clumsy
name = "Clumsy"
uid = "genetic_condition_disability_clumsy"

/decl/genetic_condition/disability/nearsighted
name = "Nearsighted"
uid = "genetic_condition_disability_nearsighted"

/decl/genetic_condition/disability/epilepsy
name = "Epilepsy"
uid = "genetic_condition_disability_epilepsy"

/decl/genetic_condition/disability/coughing
name = "Coughing"
uid = "genetic_condition_disability_coughing"

/decl/genetic_condition/disability/tourettes
name = "Tourettes"
uid = "genetic_condition_disability_tourettes"

/decl/genetic_condition/disability/nervous
name = "Nervous"
uid = "genetic_condition_disability_nervous"

/decl/genetic_condition/disability/blinded
name = "Blinded"
check_synthetic = null
uid = "genetic_condition_disability_blinded"

/decl/genetic_condition/disability/muted
name = "Mute"
check_synthetic = null
uid = "genetic_condition_disability_mute"

/decl/genetic_condition/disability/deafened
name = "Deafened"
check_synthetic = null
uid = "genetic_condition_disability_deafened"

/decl/genetic_condition/husk
name = "Husk"
uid = "genetic_condition_husk"

/decl/genetic_condition/husk/activate_condition(mob/living/M)
. = ..()
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1 change: 1 addition & 0 deletions code/datums/hostility/hostility.dm
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@@ -1,4 +1,5 @@
// A singleton useful for recycling hostility logic in things such as mobs or turrets.
// intentionally NOT abstract
/decl/hostility

// Returns a value determining whether or not whatever is calling should attack the target.
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1 change: 1 addition & 0 deletions code/datums/item_modifiers/item_modifier.dm
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@@ -1,4 +1,5 @@
/decl/item_modifier
abstract_type = /decl/item_modifier
var/name
var/list/type_setups

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1 change: 1 addition & 0 deletions code/datums/licences/license.dm
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@@ -1,4 +1,5 @@
/decl/license
abstract_type = /decl/license
var/name
var/url
var/attribution_mandatory = TRUE
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1 change: 1 addition & 0 deletions code/datums/mind/memory.dm
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Expand Up @@ -122,6 +122,7 @@

// General memory handling
/decl/memory_options
abstract_type = /decl/memory_options
var/memory_type = /datum/memory

/decl/memory_options/proc/validate_mind(var/datum/mind/target)
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1 change: 1 addition & 0 deletions code/datums/move_intent/move_intent.dm
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Expand Up @@ -6,6 +6,7 @@
#define MOVE_INTENT_NEUTRAL BITFLAG(3)

/decl/move_intent
abstract_type = /decl/move_intent
var/name
var/flags = MOVE_INTENT_NONE
var/move_delay = 1
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1 change: 1 addition & 0 deletions code/datums/observation/observation.dm
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Expand Up @@ -57,6 +57,7 @@
// The first argument shall always be the event_source belonging to the event. Beyond that there are no restrictions.

/decl/observ
abstract_type = /decl/observ
var/name = "Unnamed Event" // The name of this event, used mainly for debug/VV purposes. The list of event managers can be reached through the "Debug Controller" verb, selecting the "Observation" entry.
var/expected_type = /datum // The expected event source for this event. register() will CRASH() if it receives an unexpected type.
var/list/global_listeners = list() // Associative list of instances that listen to all events of this type (as opposed to events belonging to a specific source) and the proc to call.
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1 change: 1 addition & 0 deletions code/datums/outfits/equipment/backpacks.dm
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Expand Up @@ -53,6 +53,7 @@

/* Code */
/decl/backpack_outfit
abstract_type = /decl/backpack_outfit
var/flags
var/name
var/path
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1 change: 1 addition & 0 deletions code/datums/state_machine/state.dm
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@@ -1,6 +1,7 @@
// An individual state, defined as a `/decl` to save memory.
// On a directed graph, these would be the nodes themselves, connected to each other by unidirectional arrows.
/decl/state
abstract_type = /decl/state
// Transition decl types, which get turned into refs to those types.
// Note that the order DOES matter, as decls earlier in the list have higher priority
// if more than one becomes 'open'.
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1 change: 1 addition & 0 deletions code/datums/state_machine/transition.dm
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@@ -1,6 +1,7 @@
// Used to connect `/decl/state`s together so the FSM knows what state to switch to, and on what conditions.
// On a directed graph, these would be the arrows connecting the nodes representing states.
/decl/state_transition
abstract_type = /decl/state_transition
var/list/from = null
var/decl/state/target = null

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1 change: 1 addition & 0 deletions code/datums/traits/_traits.dm
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Expand Up @@ -84,6 +84,7 @@

/decl/trait
abstract_type = /decl/trait
decl_flags = DECL_FLAG_MANDATORY_UID
/// String identifier.
var/name
/// Flavour text.
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3 changes: 2 additions & 1 deletion code/datums/traits/metabolically_inert.dm
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@@ -1,3 +1,4 @@
/decl/trait/metabolically_inert
name = "Metabolically Inert"
description = "For better or worse, there is little that this creature metabolizes."
description = "For better or worse, there is little that this creature metabolizes."
uid = "trait_metabolically_inert"
7 changes: 7 additions & 0 deletions code/datums/uplink/uplink_sources.dm
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Expand Up @@ -9,6 +9,8 @@ var/global/list/default_uplink_source_priority = list(
)

/decl/uplink_source
abstract_type = /decl/uplink_source
decl_flags = DECL_FLAG_MANDATORY_UID
var/name
var/desc

Expand All @@ -17,6 +19,7 @@ var/global/list/default_uplink_source_priority = list(

/decl/uplink_source/pda
name = "PDA"
uid = "uplink_pda"

/decl/uplink_source/pda/Initialize()
desc = NO_GUARANTEE_NO_EXTRA_COST_DESC("a PDA")
Expand Down Expand Up @@ -48,6 +51,7 @@ var/global/list/default_uplink_source_priority = list(

/decl/uplink_source/radio
name = "Radio"
uid = "uplink_radio"

/decl/uplink_source/radio/Initialize()
desc = NO_GUARANTEE_NO_EXTRA_COST_DESC("a radio")
Expand All @@ -67,6 +71,7 @@ var/global/list/default_uplink_source_priority = list(
/decl/uplink_source/implant
name = "Implant"
desc = "Teleports an uplink implant into your head. Costs 20% of the initial TC amount."
uid = "uplink_implant"

/decl/uplink_source/implant/setup_uplink_source(var/mob/living/human/recipient, var/amount)
if(!istype(recipient))
Expand All @@ -82,6 +87,7 @@ var/global/list/default_uplink_source_priority = list(
/decl/uplink_source/unit
name = "Uplink Unit"
desc = "Teleports an uplink unit to your location. Has 30% more TC."
uid = "uplink_unit"

/decl/uplink_source/unit/setup_uplink_source(var/mob/M, var/amount)
var/obj/item/radio/uplink/U = new(M, M.mind, round(amount * 1.3))
Expand All @@ -90,6 +96,7 @@ var/global/list/default_uplink_source_priority = list(
/decl/uplink_source/telecrystals
name = "Telecrystals"
desc = "Get your telecrystals in pure form, without the means to trade them for goods, Gives 150% of initial TC amount"
uid = "uplink_telecrystals"

/decl/uplink_source/telecrystals/setup_uplink_source(var/mob/M, var/amount)
amount = round(amount * 1.5)
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1 change: 1 addition & 0 deletions code/game/antagonist/antagonist.dm
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@@ -1,5 +1,6 @@
/decl/special_role
abstract_type = /decl/special_role
decl_flags = DECL_FLAG_MANDATORY_UID

// Text shown when becoming this antagonist.
var/list/restricted_jobs = list() // Jobs that cannot be this antagonist at roundstart (depending on config)
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Expand Up @@ -26,6 +26,7 @@
return MCS_CHANGE

/decl/machine_construction
abstract_type = /decl/machine_construction
var/needs_board // Type of circuitboard expected, if any. Used in unit testing.
var/cannot_print // If false, unit testing will attempt to guarantee that the machine is buildable in-round. This inverts that behavior.
var/visible_components = TRUE // Whether user can see installed components on examine
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4 changes: 4 additions & 0 deletions code/game/machinery/_machines_base/machinery_public_vars.dm
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@@ -1,8 +1,11 @@
/decl/public_access
abstract_type = /decl/public_access
decl_flags = DECL_FLAG_MANDATORY_UID
var/name
var/desc

/decl/public_access/public_variable
abstract_type = /decl/public_access/public_variable
var/expected_type
var/can_write = FALSE
var/var_type = VAR_FORMAT_BOOLEAN // Reuses IC defines for better compatibility.
Expand Down Expand Up @@ -115,6 +118,7 @@ Public methods machines can expose. Pretty bare-bones; just wraps a proc and giv
*/

/decl/public_access/public_method
abstract_type = /decl/public_access/public_method
var/call_proc
var/forward_args = FALSE

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