mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 12:29:46 +01:00
Cremation animation + refactors and improvements (#10885)
This commit is contained in:
@@ -376,7 +376,7 @@
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return
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step_towards(O, loc)
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if(user != O)
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user.show_viewers("<span class='danger'>[user] stuffs [O] into [src]!</span>")
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user.visible_message(SPAN_DANGER("<b>[user]</b> stuffs \the [O] into \the [src]!"), SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
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add_fingerprint(user)
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return
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@@ -469,7 +469,7 @@
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breakout = 1
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for(var/i in 1 to time) //minutes * 6 * 5seconds * 2
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playsound(loc, 'sound/effects/grillehit.ogg', 100, 1)
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animate_shake()
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shake_animation()
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if (bar)
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bar.update(i)
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@@ -496,7 +496,7 @@
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visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
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playsound(loc, 'sound/effects/grillehit.ogg', 100, 1)
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break_open()
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animate_shake()
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shake_animation()
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qdel(bar)
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/obj/structure/closet/proc/break_open()
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@@ -18,7 +18,9 @@
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dir = EAST
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density = TRUE
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anchored = TRUE
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var/locked = FALSE
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var/obj/structure/m_tray/connected = null
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var/tray = /obj/structure/m_tray
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/obj/structure/morgue/Destroy()
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if(connected)
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@@ -29,10 +31,21 @@
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if(connected)
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icon_state = "morgue0"
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else
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if(contents.len)
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icon_state = "morgue2"
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else
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icon_state = "morgue1"
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icon_state = "morgue1"
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var/list/searching = GetAllContents(searchDepth = 3, checkClient = 0) // Search inside bodybags as well.
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for(var/mob/living/M in searching)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(C.status_flags & FAKEDEATH)
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icon_state = "morgue2"
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switch(C.stat)
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if(DEAD)
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icon_state = "morgue2"
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if(UNCONSCIOUS)
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icon_state = "morgue3"
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if(CONSCIOUS)
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icon_state = "morgue4"
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break
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return
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/obj/structure/morgue/ex_act(severity)
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@@ -60,7 +73,7 @@
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return
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/obj/structure/morgue/attack_hand(mob/user)
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if(connected)
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if(connected && !locked)
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for(var/atom/movable/A in connected.loc)
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if(!A.anchored)
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A.forceMove(src)
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@@ -68,29 +81,7 @@
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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QDEL_NULL(connected)
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else
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var/turf/S = get_step(src, src.dir)
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if(!S)
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return
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else
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if(S.contains_dense_objects())
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to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
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return
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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connected = new /obj/structure/m_tray(src.loc)
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step(src.connected, src.dir)
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connected.layer = OBJ_LAYER - 0.1
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var/turf/T = get_step(src, src.dir)
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if(T.contents.Find(connected))
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connected.connected = src
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icon_state = "morgue0"
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for(var/atom/movable/A in src)
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A.forceMove(connected.loc)
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connected.icon_state = "morguet"
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connected.set_dir(src.dir)
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else
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QDEL_NULL(connected)
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add_fingerprint(user)
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relaymove(user)
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update_icon()
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return
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@@ -101,21 +92,21 @@
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/obj/structure/morgue/attackby(obj/P, mob/user)
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if(P.ispen())
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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var/t = input(user, "What would you like the label to be?", name) as text
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if(user.get_active_hand() != P)
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return
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if((!in_range(src, usr) && src.loc != user))
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if((!in_range(src, usr) > 1 && src.loc != user))
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return
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t = sanitizeSafe(t, MAX_NAME_LEN)
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if(t)
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name = "Morgue- '[t]'"
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name = "[initial(name)] - '[t]'"
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else
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name = "Morgue"
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name = initial(name)
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add_fingerprint(user)
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return
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/obj/structure/morgue/relaymove(mob/user)
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if(user.stat)
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if(user.stat || locked)
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return
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var/turf/S = get_step(src, src.dir)
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if(!S)
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@@ -124,21 +115,21 @@
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if(S.contains_dense_objects())
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to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
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return
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connected = new /obj/structure/m_tray(src.loc)
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step(connected, EAST)
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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connected = new tray(src.loc)
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step(connected, src.dir)
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connected.layer = OBJ_LAYER - 0.1
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var/turf/T = get_step(src, EAST)
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var/turf/T = get_step(src, src.dir)
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if(T.contents.Find(src.connected))
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connected.connected = src
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icon_state = "morgue0"
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for(var/atom/movable/A in src)
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A.forceMove(connected.loc)
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connected.icon_state = "morguet"
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else
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QDEL_NULL(connected)
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update_icon()
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return
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/*
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* Morgue tray
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*/
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@@ -148,10 +139,10 @@
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morguet"
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density = TRUE
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = TRUE
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throwpass = TRUE
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layer = TURF_LAYER
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var/obj/structure/morgue/connected = null
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/obj/structure/m_tray/Destroy()
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if(connected?.connected == src)
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@@ -180,42 +171,44 @@
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return
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O.forceMove(src.loc)
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if(user != O)
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user.visible_message("<b>[user]</b> stuffs \the [O] into \the [src]!", SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
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user.visible_message(SPAN_DANGER("<b>[user]</b> stuffs \the [O] into \the [src]!"), SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
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add_fingerprint(user)
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return
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/*
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* Crematorium
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*/
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/obj/structure/crematorium
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/obj/structure/morgue/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema1"
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density = TRUE
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anchored = TRUE
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var/obj/structure/c_tray/connected = null
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dir = SOUTH
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tray = /obj/structure/m_tray/c_tray
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var/cremating = FALSE
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var/locked = FALSE
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var/id = 1
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var/_wifi_id
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var/datum/wifi/receiver/button/crematorium/wifi_receiver
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/obj/structure/crematorium/Initialize()
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/obj/structure/morgue/crematorium/Initialize()
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. = ..()
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if(_wifi_id)
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wifi_receiver = new(_wifi_id, src)
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/obj/structure/crematorium/Destroy()
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if(connected)
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QDEL_NULL(connected)
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/obj/structure/morgue/crematorium/Destroy()
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..()
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if(wifi_receiver)
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QDEL_NULL(wifi_receiver)
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return ..()
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/obj/structure/crematorium/update_icon()
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/obj/structure/morgue/crematorium/update_icon()
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set_light(0)
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if(cremating)
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icon_state = "crema_active"
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set_light(3, 1, LIGHT_COLOR_FIRE)
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return
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for(var/obj/machinery/button/switch/crematorium/C in range(3, src))
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C.active = FALSE
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C.update_icon()
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if(connected)
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icon_state = "crema0"
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else
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@@ -224,214 +217,152 @@
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else
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icon_state = "crema1"
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/obj/structure/crematorium/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/A in src)
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A.forceMove(src.loc)
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ex_act(severity)
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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for(var/atom/movable/A in src)
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A.forceMove(src.loc)
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ex_act(severity)
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qdel(src)
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return
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if(3.0)
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if(prob(5))
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for(var/atom/movable/A in src)
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A.forceMove(src.loc)
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ex_act(severity)
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qdel(src)
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return
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return
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/obj/structure/crematorium/attack_hand(mob/user as mob)
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/obj/structure/morgue/crematorium/attack_hand(mob/user as mob)
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if(cremating)
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to_chat(user, SPAN_WARNING("It's locked."))
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return
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if(connected && !locked)
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for(var/atom/movable/A in connected.loc)
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if(!A.anchored )
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A.forceMove(src)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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qdel(connected)
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else if(!locked)
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var/turf/S = get_step(src, src.dir)
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if(!S)
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return
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else
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if(S.contains_dense_objects())
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to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
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return
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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connected = new /obj/structure/c_tray(src.loc)
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step(connected, src.dir)
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connected.layer = OBJ_LAYER - 0.1
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var/turf/T = get_step(src, src.dir)
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if(T.contents.Find(connected))
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connected.connected = src
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src.icon_state = "crema0"
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for(var/atom/movable/A in src)
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A.forceMove(connected.loc)
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connected.icon_state = "cremat"
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else
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qdel(src.connected)
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add_fingerprint(user)
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update_icon()
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..()
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/obj/structure/crematorium/attackby(obj/P, mob/user as mob)
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if(P.ispen())
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var/t = input(user, "What would you like the label to be?", "[src.name]") as text
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if(user.get_active_hand() != P)
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return
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if((!in_range(src, usr) > 1 && src.loc != user))
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return
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t = sanitizeSafe(t, MAX_NAME_LEN)
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if(t)
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name = "Crematorium- '[t]'"
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else
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name = "Crematorium"
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add_fingerprint(user)
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return
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/obj/structure/crematorium/relaymove(mob/user)
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if(user.stat || locked)
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return
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var/turf/S = get_step(src, src.dir)
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if(!S)
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return
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else
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if(S.contains_dense_objects())
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to_chat(user, SPAN_WARNING("There's something in the way of \the [src]!"))
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return
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connected = new /obj/structure/c_tray(src.loc)
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step(connected, src.dir)
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connected.layer = OBJ_LAYER - 0.1
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var/turf/T = get_step(src, src.dir)
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if(T.contents.Find(src.connected))
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connected.connected = src
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icon_state = "crema0"
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for(var/atom/movable/A in src)
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A.forceMove(connected.loc)
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connected.icon_state = "cremat"
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else
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QDEL_NULL(connected)
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return
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/obj/structure/crematorium/proc/cremate(atom/A, mob/user)
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/obj/structure/morgue/crematorium/proc/cremate(atom/A, mob/user)
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if(cremating)
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return
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return //don't let you cremate something twice or w/e
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cremating = TRUE
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locked = TRUE
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if(contents.len <= 0)
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visible_message(SPAN_WARNING("You hear a hollow crackle coming from \the [src]."), range = 3)
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else
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visible_message(SPAN_WARNING("You hear a roar as \the [src] activates."))
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cremating = TRUE
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locked = TRUE
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src.audible_message(SPAN_WARNING("You hear a hollow crackle."), 1)
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flick("crema_empty", src)
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set_light(3, 1, LIGHT_COLOR_FIRE)
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sleep(4)
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cremating = initial(cremating)
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locked = initial(locked)
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update_icon()
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return
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else
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if(length(search_contents_for(/obj/item/disk/nuclear)))
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to_chat(A, SPAN_WARNING("The crematorium buzzes, indicating that something important is inside the crematorium, and must be removed."))
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cremating = initial(cremating)
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locked = initial(locked)
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update_icon()
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return
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src.audible_message(SPAN_WARNING("You hear a roar as \the [src] activates."), 1)
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flick("crema_start", src)
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update_icon()
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var/desperation = 0
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for(var/mob/living/M in contents)
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if(M.stat < UNCONSCIOUS)
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if(!iscarbon(M))
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M.emote("scream")
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var/list/searching = GetAllContents(searchDepth = 3, checkClient = 0)
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for(var/mob/living/M in searching)
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admin_attack_log(A, M, "Began cremating their victim.", "Has begun being cremated.", "began cremating")
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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for(var/I, I < 60, I++)
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C.bodytemperature += 50
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C.adjustFireLoss(20)
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C.adjustBrainLoss(5)
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if(!(C in searching)) //In case we are removed at any point.
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cremating = initial(cremating)
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locked = initial(locked)
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update_icon()
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continue
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sleep(0.5 SECONDS)
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if(prob(40) && (C.stat != DEAD))
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desperation = rand(1,5)
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switch(desperation) //This is messy. A better solution would probably be to make more sounds, but...
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if(1)
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playsound(src.loc, 'sound/weapons/genhit.ogg', 45, 1)
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shake_animation(2)
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playsound(src.loc, 'sound/weapons/genhit.ogg', 45, 1)
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if(2)
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playsound(src.loc, 'sound/effects/grillehit.ogg', 45, 1)
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shake_animation(3)
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playsound(src.loc, 'sound/effects/grillehit.ogg', 45, 1)
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if(3)
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playsound(src, 'sound/effects/bang.ogg', 45, 1)
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if(prob(50))
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playsound(src, 'sound/effects/bang.ogg', 45, 1)
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shake_animation()
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else
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shake_animation(5)
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if(4)
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playsound(src, 'sound/effects/clang.ogg', 45, 1)
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shake_animation(5)
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if(5)
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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if(prob(50))
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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shake_animation(9)
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else
|
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shake_animation()
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else
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sleep(5)
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if(M.stat == DEAD)
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if(round_is_spooky())
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if(prob(50))
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playsound(src, 'sound/effects/ghost.ogg', 10, 5)
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else
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playsound(src, 'sound/effects/ghost2.ogg', 10, 5)
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admin_attack_log(A, M, "Cremated their victim.", "Was cremated.", "cremated")
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if(desperation)
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M.audible_message("<b>[M]'s</b> screams cease, as does any movement within \the [src]. All that remains is a dull, empty silence.")
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else
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var/mob/living/carbon/C = M
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C.emote("scream")
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M.death(1)
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M.ghostize()
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qdel(M)
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M.audible_message("\The [src] quietly shuts off. All that remains is a dull, empty silence.")
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M.dust()
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for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
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||||
qdel(O)
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||||
|
||||
var/obj/effect/decal/cleanable/ash/F = new /obj/effect/decal/cleanable/ash(src)
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F.layer = OBJ_LAYER
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var/obj/effect/decal/cleanable/ash/C = new /obj/effect/decal/cleanable/ash(src)
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||||
C.layer = OBJ_LAYER
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sleep(30)
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||||
cremating = FALSE
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||||
locked = FALSE
|
||||
cremating = initial(cremating)
|
||||
locked = initial(locked)
|
||||
update_icon()
|
||||
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
|
||||
playsound(src.loc, 'sound/effects/spray.ogg', 50, 1)
|
||||
return
|
||||
|
||||
|
||||
/*
|
||||
* Crematorium tray
|
||||
*/
|
||||
/obj/structure/c_tray
|
||||
/obj/structure/m_tray/c_tray
|
||||
name = "crematorium tray"
|
||||
desc = "Apply body before burning."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "cremat"
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
throwpass = TRUE
|
||||
layer = 2.0
|
||||
var/obj/structure/crematorium/connected = null
|
||||
|
||||
/obj/structure/c_tray/Destroy()
|
||||
if(connected?.connected == src)
|
||||
connected.connected = null
|
||||
connected = null
|
||||
return ..()
|
||||
/*
|
||||
* Crematorium switch
|
||||
*/
|
||||
|
||||
/obj/structure/c_tray/attack_hand(mob/user)
|
||||
if(connected)
|
||||
for(var/atom/movable/A in src.loc)
|
||||
if(!A.anchored)
|
||||
A.forceMove(src.connected)
|
||||
connected.connected = null
|
||||
connected.update_icon()
|
||||
add_fingerprint(user)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/c_tray/MouseDrop_T(atom/movable/O, mob/user)
|
||||
if(!istype(O, /atom/movable) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src) || user.contents.Find(O))
|
||||
return
|
||||
if(!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
|
||||
return
|
||||
if(!ismob(user) || user.stat || user.lying || user.stunned)
|
||||
return
|
||||
O.forceMove(src.loc)
|
||||
if(user != O)
|
||||
user.visible_message("<b>[user]</b> stuffs \the [O] into \the [src]!", SPAN_NOTICE("You stuff \the [O] into \the [src]."), range = 3)
|
||||
return
|
||||
|
||||
/obj/machinery/button/crematorium
|
||||
/obj/machinery/button/switch/crematorium
|
||||
name = "crematorium igniter"
|
||||
desc = "Burn baby burn!"
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "light0"
|
||||
req_access = list(access_crematorium)
|
||||
id = 1
|
||||
var/cremate_dir // something for mappers, setting will make a crematorium in one step in this direction toggle
|
||||
|
||||
/obj/machinery/button/crematorium/update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/button/crematorium/attack_hand(mob/user)
|
||||
playsound(src, /decl/sound_category/switch_sound, 30)
|
||||
/obj/machinery/button/switch/crematorium/attack_hand(mob/user)
|
||||
..()
|
||||
if(!allowed(user))
|
||||
to_chat(user, SPAN_WARNING("Access denied."))
|
||||
return
|
||||
if(..())
|
||||
return
|
||||
|
||||
var/list/obj/structure/crematorium/crematoriums = list()
|
||||
var/list/obj/structure/morgue/crematorium/crematoriums = list()
|
||||
if(!cremate_dir)
|
||||
for(var/obj/structure/crematorium/C in range(3, src))
|
||||
for(var/obj/structure/morgue/crematorium/C in range(3, src))
|
||||
if(C.id == id)
|
||||
crematoriums += C
|
||||
else
|
||||
var/turf/T = get_step(src, cremate_dir)
|
||||
var/obj/structure/crematorium/C = locate() in T
|
||||
var/obj/structure/morgue/crematorium/C = locate() in T
|
||||
if(C?.id == id)
|
||||
crematoriums += C
|
||||
for(var/thing in crematoriums)
|
||||
var/obj/structure/crematorium/C = thing
|
||||
if(!C.cremating)
|
||||
var/obj/structure/morgue/crematorium/C = thing
|
||||
if(!C.cremating && !C.connected)
|
||||
active = TRUE
|
||||
update_icon()
|
||||
C.cremate(user)
|
||||
|
||||
@@ -173,7 +173,7 @@
|
||||
user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [I] with no visible effect.</span>")
|
||||
else
|
||||
user.do_attack_animation(src)
|
||||
animate_shake()
|
||||
shake_animation()
|
||||
user.visible_message("<span class='danger'>\The [user] forcefully strikes \the [src] with \the [I]!</span>")
|
||||
playsound(src.loc, material.hitsound, W.get_clamped_volume(), 1)
|
||||
src.health -= W.force * 1
|
||||
|
||||
Reference in New Issue
Block a user