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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-28 15:39:57 +01:00
Assembly Code Clean-up (#10146)
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@@ -10,13 +10,13 @@
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throw_speed = 3
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throw_range = 10
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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origin_tech = list(TECH_MAGNET = 1)
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var/secured = 1
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var/secured = TRUE
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var/list/attached_overlays = null
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var/obj/item/device/assembly_holder/holder = null
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var/cooldown = 0//To prevent spam
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var/cooldown = 0 //To prevent spam
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var/wires = WIRE_RECEIVE | WIRE_PULSE
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var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
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@@ -25,152 +25,87 @@
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var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
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var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
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proc/activate() //What the device does when turned on
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return
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/obj/item/device/assembly/proc/holder_movement()
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return
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proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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return
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//Called via spawn(10) to have it count down the cooldown var
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/obj/item/device/assembly/proc/process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return FALSE
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addtimer(CALLBACK(src, .proc/process_cooldown), 1 SECOND)
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return TRUE
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proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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return
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// Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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/obj/item/device/assembly/proc/pulsed(var/radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return TRUE
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proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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// Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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/obj/item/device/assembly/proc/pulse(var/radio = 0)
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, TRUE, FALSE)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, FALSE, TRUE)
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return TRUE
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proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
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return
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/obj/item/device/assembly/proc/activate()
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if(!secured || cooldown)
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return FALSE
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cooldown = 2
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addtimer(CALLBACK(src, .proc/process_cooldown), 1 SECOND)
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return TRUE
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proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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/obj/item/device/assembly/proc/toggle_secure()
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secured = !secured
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update_icon()
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return secured
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proc/holder_movement() //Called when the holder is moved
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return
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// Called when an assembly is attacked by another
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/obj/item/device/assembly/proc/attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
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holder = new /obj/item/device/assembly_holder(get_turf(src))
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if(holder.attach(A, src, user))
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to_chat(user, SPAN_NOTICE("You attach \the [A] to \the [src]!"))
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return TRUE
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return FALSE
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interact(mob/user as mob) //Called when attack_self is called
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return
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process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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return 1
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pulsed(var/radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return 1
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pulse(var/radio = 0)
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, 1, 0)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, 0, 1)
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// if(radio && (wires & WIRE_RADIO_PULSE))
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//Not sure what goes here quite yet send signal?
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return 1
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activate()
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if(!secured || (cooldown > 0)) return 0
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cooldown = 2
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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return 1
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toggle_secure()
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secured = !secured
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update_icon()
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return secured
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attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
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holder = new/obj/item/device/assembly_holder(get_turf(src))
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if(holder.attach(A,src,user))
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to_chat(user, "<span class='notice'>You attach \the [A] to \the [src]!</span>")
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return 1
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return 0
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attackby(obj/item/W as obj, mob/user as mob)
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if(isassembly(W))
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var/obj/item/device/assembly/A = W
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if((!A.secured) && (!secured))
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attach_assembly(A,user)
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return
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if(W.isscrewdriver())
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if(toggle_secure())
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to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
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/obj/item/device/assembly/attackby(obj/item/W, mob/user)
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if(isassembly(W))
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var/obj/item/device/assembly/A = W
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if(!A.secured && !secured)
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attach_assembly(A, user)
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return
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..()
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if(W.isscrewdriver())
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if(toggle_secure())
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to_chat(user, SPAN_NOTICE("\The [src] is ready!"))
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else
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to_chat(user, SPAN_NOTICE("\The [src] can now be attached!"))
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return
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return ..()
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/obj/item/device/assembly/process()
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STOP_PROCESSING(SSprocessing, src)
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return
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process()
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STOP_PROCESSING(SSprocessing, src)
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return
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/obj/item/device/assembly/examine(mob/user)
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. = ..()
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if(. && (in_range(src, user) || loc == user))
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if(secured)
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to_chat(user, "\The [src] is ready!")
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else
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to_chat(user, "\The [src] can be attached!")
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examine(mob/user)
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..(user)
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if((in_range(src, user) || loc == user))
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if(secured)
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to_chat(user, "\The [src] is ready!")
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else
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to_chat(user, "\The [src] can be attached!")
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return
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/obj/item/device/assembly/attack_self(mob/user)
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if(!user)
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return FALSE
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interact(user)
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return TRUE
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attack_self(mob/user as mob)
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if(!user) return 0
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user.set_machine(src)
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interact(user)
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return 1
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interact(mob/user as mob)
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return //HTML MENU FOR WIRES GOES HERE
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/*
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var/small_icon_state = null//If this obj will go inside the assembly use this for icons
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var/list/small_icon_state_overlays = null//Same here
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var/obj/holder = null
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var/cooldown = 0//To prevent spam
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proc
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Activate()//Called when this assembly is pulsed by another one
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
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Activate()
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if(cooldown > 0)
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return 0
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cooldown = 2
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spawn(10)
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Process_cooldown()
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//Rest of code here
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return 0
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Process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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spawn(10)
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Process_cooldown()
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return 1
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Attach_Holder(var/obj/H, var/mob/user)
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if(!H) return 0
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if(!H.IsAssemblyHolder()) return 0
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//Remember to have it set its loc somewhere in here
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*/
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/obj/item/device/assembly/interact(mob/user)
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return
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