mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-22 05:17:38 +01:00
.loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
This commit is contained in:
@@ -67,7 +67,7 @@
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/obj/structure/alien/egg/proc/givefacehugger(var/kill = 1)
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var/obj/item/clothing/mask/facehugger/child = GetFacehugger()
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status = BURST
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child.loc = get_turf(src)
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child.forceMove(get_turf(src))
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if(kill && istype(child))
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child.Die()
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@@ -117,14 +117,12 @@ LINEN BINS
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/obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/bedsheet))
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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sheets.Add(I)
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amount++
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user << "<span class='notice'>You put [I] in [src].</span>"
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else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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hidden = I
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user << "<span class='notice'>You hide [I] among the sheets.</span>"
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@@ -140,12 +138,12 @@ LINEN BINS
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = user.loc
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B.forceMove(user.loc)
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user.put_in_hands(B)
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user << "<span class='notice'>You take [B] out of [src].</span>"
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if(hidden)
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hidden.loc = user.loc
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hidden.forceMove(user.loc)
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user << "<span class='notice'>[hidden] falls out of [B]!</span>"
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hidden = null
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@@ -164,12 +162,12 @@ LINEN BINS
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = loc
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B.forceMove(loc)
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user << "<span class='notice'>You telekinetically remove [B] from [src].</span>"
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update_icon()
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if(hidden)
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hidden.loc = loc
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hidden.forceMove(loc)
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hidden = null
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@@ -42,7 +42,7 @@
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if (can_hang && !coat)
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src.visible_message("[mover] lands on \the [src].")
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coat = mover
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coat.loc = src
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coat.forceMove(src)
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update_icon()
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return 0
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else
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@@ -256,9 +256,10 @@
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return
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if(!dropsafety(W))
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return
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usr.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else if(iswelder(W))
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@@ -15,9 +15,10 @@
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return 0
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if(!dropsafety(W))
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return
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user.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else
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@@ -22,9 +22,10 @@
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return 0
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if(!dropsafety(W))
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return
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user.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else
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@@ -34,9 +34,10 @@
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return
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else if(W.loc != user) // This should stop mounted modules ending up outside the module.
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return
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user.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(!opened)
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if(istype(W, /obj/item/weapon/melee/energy/blade))//Attempt to cut open locker if locked
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if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
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@@ -48,8 +48,10 @@
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if (opened)
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if (istype(W, /obj/item/weapon/grab))
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MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.forceMove(loc)
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if(W)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(W.GetID())
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var/obj/item/weapon/card/id/I = W.GetID()
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@@ -104,9 +104,10 @@
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return
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else if(W.loc != user) // This should stop mounted modules ending up outside the module.
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return
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user.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(isscrewdriver(W) && canbemoved)
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if(screwed)
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user << "<span class='notice'>You start to unscrew the locker from the floor...</span>"
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@@ -366,9 +366,7 @@
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return
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else if(W.loc != user) // This should stop mounted modules ending up outside the module.
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return
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user.drop_item()
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if(W)
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W.forceMove(loc)
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user.drop_from_inventory(W,loc)
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else if(!opened)
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if(istype(W, /obj/item/weapon/melee/energy/blade))//Attempt to cut open locker if locked
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if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
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@@ -105,8 +105,7 @@
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else if(istype(W, /obj/item/device/radio/electropack))
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if(rigged)
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user << "<span class='notice'>You attach [W] to [src].</span>"
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user.drop_item()
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W.forceMove(src)
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user.drop_from_inventory(W,src)
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return
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else if(iswirecutter(W))
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if(rigged)
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@@ -232,8 +232,7 @@
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if(do_after(user, 40))
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EL.inuse = 0
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if(!src) return
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user.drop_item()
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EL.forceMove(src)
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user.drop_from_inventory(EL,src)
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user << "<span class='notice'>You installed the airlock electronics!</span>"
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src.state = 2
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src.name = "Near finished Airlock Assembly"
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@@ -256,7 +255,7 @@
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user << "<span class='notice'>You removed the airlock electronics!</span>"
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src.state = 1
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src.name = "Wired Airlock Assembly"
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electronics.loc = src.loc
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electronics.forceMove(src.loc)
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electronics = null
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else if(istype(W, /obj/item/stack/material) && !glass)
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@@ -52,7 +52,7 @@
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/obj/structure/extinguisher_cabinet/attack_tk(mob/user)
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if(has_extinguisher)
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has_extinguisher.loc = loc
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has_extinguisher.forceMove(loc)
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user << "<span class='notice'>You telekinetically remove [has_extinguisher] from [src].</span>"
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has_extinguisher = null
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opened = 1
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@@ -104,8 +104,7 @@
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if(do_after(user, 20, act_target = src))
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if(!stored_item)
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if(W.w_class <= ITEMSIZE_NORMAL)
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user.drop_from_inventory(W)
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W.forceMove(src)
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user.drop_from_inventory(W,src)
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stored_item = W
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to_chat(user,"<span class='notice'>You hide \the [W] in [src].</span>")
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return
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@@ -50,7 +50,7 @@
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/obj/structure/janitorialcart/MouseDrop_T(atom/movable/O as mob|obj, mob/living/user as mob)
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if (istype(O, /obj/structure/mopbucket) && !mybucket)
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O.loc = src
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O.forceMove(src)
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mybucket = O
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user << "You mount the [O] on the janicart."
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update_icon()
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@@ -65,9 +65,8 @@
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var/obj/I = usr.get_active_hand()
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if(istype(I, /obj/item/weapon/mop))
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if(!mymop)
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usr.drop_item()
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usr.drop_from_inventory(I,src)
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mymop = I
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I.forceMove(src)
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update_icon()
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updateUsrDialog()
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usr << "<span class='notice'>You put [I] into [src].</span>"
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@@ -100,25 +99,23 @@
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return 1
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else if(istype(I, /obj/item/weapon/reagent_containers/spray) && !myspray)
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user.drop_item()
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user.drop_from_inventory(I,src)
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myspray = I
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I.forceMove(src)
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update_icon()
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updateUsrDialog()
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user << "<span class='notice'>You put [I] into [src].</span>"
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return 1
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else if(istype(I, /obj/item/device/lightreplacer) && !myreplacer)
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user.drop_item()
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user.drop_from_inventory(I,src)
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myreplacer = I
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I.forceMove(src)
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update_icon()
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updateUsrDialog()
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user << "<span class='notice'>You put [I] into [src].</span>"
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return 1
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else if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
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user.drop_item()
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user.drop_from_inventory(I,src)
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mybag = I
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I.forceMove(src)
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update_icon()
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@@ -128,8 +125,7 @@
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else if(istype(I, /obj/item/weapon/caution))
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if(signs < 4)
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user.drop_item()
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I.forceMove(src)
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user.drop_from_inventory(I,src)
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signs++
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update_icon()
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updateUsrDialog()
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@@ -12,7 +12,7 @@
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for(var/obj/item/I in loc)
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if(notices > 4) break
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if(istype(I, /obj/item/weapon/paper))
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I.loc = src
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I.forceMove(src)
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notices++
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icon_state = "nboard0[notices]"
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@@ -22,8 +22,7 @@
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if(notices < 5)
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O.add_fingerprint(user)
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add_fingerprint(user)
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user.drop_from_inventory(O)
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O.loc = src
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user.drop_from_inventory(O,src)
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notices++
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icon_state = "nboard0[notices]" //update sprite
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user << "<span class='notice'>You pin the paper to the noticeboard.</span>"
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@@ -55,7 +54,7 @@
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return
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var/obj/item/P = locate(href_list["remove"])
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if(P && P.loc == src)
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P.loc = get_turf(src) //dump paper on the floor because you're a clumsy fuck
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P.forceMove(get_turf(src)) //dump paper on the floor because you're a clumsy fuck
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P.add_fingerprint(usr)
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add_fingerprint(usr)
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notices--
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@@ -37,7 +37,7 @@ FLOOR SAFES
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return
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if(I.w_class + space <= maxspace)
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space += I.w_class
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I.loc = src
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I.forceMove(src)
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/obj/structure/safe/proc/check_unlocked(mob/user as mob, canhear)
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@@ -147,8 +147,7 @@ FLOOR SAFES
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if(open)
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if(I.w_class + space <= maxspace)
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space += I.w_class
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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user << "<span class='notice'>You put [I] in [src].</span>"
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updateUsrDialog()
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return
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@@ -62,7 +62,7 @@
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"<span class='warning'>[user.name] drenches you in a foul-smelling resin, trapping you in the [src]!</span>",\
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"<span class='notice'>You hear squelching...</span>")
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M.buckled = src
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M.loc = src.loc
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M.forceMove(src.loc)
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M.set_dir(src.dir)
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M.update_canmove()
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M.pixel_y = 6
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@@ -101,7 +101,6 @@
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return
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var/obj/item/stack/C = W
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if(C.get_amount() < 1) // How??
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user.drop_from_inventory(C)
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qdel(C)
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return
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var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
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@@ -117,7 +116,7 @@
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C.use(1)
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if(!istype(src.loc, /turf))
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user.drop_from_inventory(src)
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src.loc = get_turf(src)
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src.forceMove(get_turf(src))
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user << "You add padding to \the [src]."
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add_padding(padding_type)
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return
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@@ -135,7 +134,7 @@
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var/mob/living/affecting = G.affecting
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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if(do_after(user, 20))
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affecting.loc = loc
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affecting.forceMove(loc)
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spawn(0)
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if(buckle_mob(affecting))
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affecting.visible_message(\
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@@ -224,7 +223,7 @@
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var/obj/item/roller_holder/RH = W
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if(!RH.held)
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user << "<span class='notice'>You collect the roller bed.</span>"
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src.loc = RH
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src.forceMove(RH)
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RH.held = src
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return
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@@ -258,7 +257,7 @@
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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buckled_mob.forceMove(src.loc)
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else
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buckled_mob = null
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@@ -15,12 +15,11 @@
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if(!SK.status)
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user << "<span class='notice'>\The [SK] is not ready to be attached!</span>"
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return
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user.drop_item()
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var/obj/structure/bed/chair/e_chair/E = new (src.loc, material.name)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.set_dir(dir)
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E.part = SK
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SK.loc = E
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user.drop_from_inventory(SK,E)
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SK.master = E
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qdel(src)
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@@ -122,7 +122,6 @@
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return
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var/obj/item/stack/C = W
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if(C.get_amount() < 1) // How??
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user.drop_from_inventory(C)
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qdel(C)
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return
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var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
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@@ -138,7 +137,7 @@
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C.use(1)
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if(!istype(src.loc, /turf))
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user.drop_from_inventory(src)
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src.loc = get_turf(src)
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src.forceMove(get_turf(src))
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user << "You add padding to \the [src]."
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add_padding(padding_type)
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return
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@@ -24,14 +24,14 @@
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/obj/structure/dispenser/update_icon()
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cut_overlays()
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switch(oxygentanks)
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if(1 to 3)
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if(1 to 3)
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add_overlay("oxygen-[oxygentanks]")
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if(4 to INFINITY)
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if(4 to INFINITY)
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add_overlay("oxygen-4")
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switch(phorontanks)
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if(1 to 4)
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add_overlay("phoron-[phorontanks]")
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if(5 to INFINITY)
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if(5 to INFINITY)
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add_overlay("phoron-5")
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/obj/structure/dispenser/attack_ai(mob/user as mob)
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@@ -52,8 +52,7 @@
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/obj/structure/dispenser/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/tank/oxygen) || istype(I, /obj/item/weapon/tank/air) || istype(I, /obj/item/weapon/tank/anesthetic))
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if(oxygentanks < 10)
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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oxytanks.Add(I)
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oxygentanks++
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user << "<span class='notice'>You put [I] in [src].</span>"
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@@ -65,8 +64,7 @@
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return
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if(istype(I, /obj/item/weapon/tank/phoron))
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if(phorontanks < 10)
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user.drop_item()
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I.loc = src
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user.drop_from_inventory(I,src)
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platanks.Add(I)
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phorontanks++
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user << "<span class='notice'>You put [I] in [src].</span>"
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@@ -98,7 +96,7 @@
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oxytanks.Remove(O)
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else
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||||
O = new /obj/item/weapon/tank/oxygen(loc)
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||||
O.loc = loc
|
||||
O.forceMove(loc)
|
||||
usr << "<span class='notice'>You take [O] out of [src].</span>"
|
||||
oxygentanks--
|
||||
update_icon()
|
||||
@@ -110,7 +108,7 @@
|
||||
platanks.Remove(P)
|
||||
else
|
||||
P = new /obj/item/weapon/tank/phoron(loc)
|
||||
P.loc = loc
|
||||
P.forceMove(loc)
|
||||
usr << "<span class='notice'>You take [P] out of [src].</span>"
|
||||
phorontanks--
|
||||
update_icon()
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
..()
|
||||
// Move the pinned target along with the stake
|
||||
if(pinned_target in view(3, src))
|
||||
pinned_target.loc = loc
|
||||
pinned_target.forceMove(loc)
|
||||
|
||||
else // Sanity check: if the pinned target can't be found in immediate view
|
||||
pinned_target = null
|
||||
@@ -28,7 +28,7 @@
|
||||
density = 0
|
||||
W.density = 1
|
||||
user.remove_from_mob(W)
|
||||
W.loc = loc
|
||||
W.forceMove(loc)
|
||||
W.layer = 3.1
|
||||
pinned_target = W
|
||||
user << "You slide the target into the stake."
|
||||
@@ -41,13 +41,13 @@
|
||||
pinned_target.density = 0
|
||||
pinned_target.layer = OBJ_LAYER
|
||||
|
||||
pinned_target.loc = user.loc
|
||||
pinned_target.forceMove(user.loc)
|
||||
if(ishuman(user))
|
||||
if(!user.get_active_hand())
|
||||
user.put_in_hands(pinned_target)
|
||||
user << "You take the target out of the stake."
|
||||
else
|
||||
pinned_target.loc = get_turf(user)
|
||||
pinned_target.forceMove(get_turf(user))
|
||||
user << "You take the target out of the stake."
|
||||
|
||||
pinned_target = null
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
|
||||
/obj/structure/transit_tube_pod/Destroy()
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.loc = loc
|
||||
AM.forceMove(loc)
|
||||
|
||||
return ..()
|
||||
|
||||
@@ -60,7 +60,7 @@ obj/structure/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.loc = loc
|
||||
AM.forceMove(loc)
|
||||
AM.ex_act(severity++)
|
||||
|
||||
qdel(src)
|
||||
@@ -68,7 +68,7 @@ obj/structure/ex_act(severity)
|
||||
if(2.0)
|
||||
if(prob(50))
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.loc = loc
|
||||
AM.forceMove(loc)
|
||||
AM.ex_act(severity++)
|
||||
|
||||
qdel(src)
|
||||
@@ -104,7 +104,7 @@ obj/structure/ex_act(severity)
|
||||
AM << "<span class='warning'>The tube's support pylons block your way.</span>"
|
||||
return ..()
|
||||
else
|
||||
AM.loc = src.loc
|
||||
AM.forceMove(src.loc)
|
||||
AM << "<span class='info'>You slip under the tube.</span>"
|
||||
|
||||
|
||||
@@ -120,7 +120,7 @@ obj/structure/ex_act(severity)
|
||||
AM << "<span class='notice'>The pod is already occupied.</span>"
|
||||
return
|
||||
else if(!pod.moving && pod.dir in directions())
|
||||
AM.loc = pod
|
||||
AM.forceMove(pod)
|
||||
return
|
||||
|
||||
|
||||
@@ -380,7 +380,7 @@ obj/structure/ex_act(severity)
|
||||
if(istype(mob, /mob) && mob.client)
|
||||
// If the pod is not in a tube at all, you can get out at any time.
|
||||
if(!(locate(/obj/structure/transit_tube) in loc))
|
||||
mob.loc = loc
|
||||
mob.forceMove(loc)
|
||||
mob.client.Move(get_step(loc, direction), direction)
|
||||
|
||||
//if(moving && istype(loc, /turf/space))
|
||||
@@ -393,7 +393,7 @@ obj/structure/ex_act(severity)
|
||||
if(!station.pod_moving)
|
||||
if(direction == station.dir)
|
||||
if(station.icon_state == "open")
|
||||
mob.loc = loc
|
||||
mob.forceMove(loc)
|
||||
mob.client.Move(get_step(loc, direction), direction)
|
||||
|
||||
else
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
if(ishuman(user))
|
||||
user.put_in_hands(I)
|
||||
else
|
||||
I.loc = get_turf(src)
|
||||
I.forceMove(get_turf(src))
|
||||
user << "<span class='notice'>You find \an [I] in the cistern.</span>"
|
||||
w_items -= I.w_class
|
||||
return
|
||||
@@ -87,8 +87,7 @@
|
||||
if(w_items + I.w_class > 5)
|
||||
user << "<span class='notice'>The cistern is full.</span>"
|
||||
return
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
user.drop_from_inventory(I,src)
|
||||
w_items += I.w_class
|
||||
user << "You carefully place \the [I] into the cistern."
|
||||
return
|
||||
|
||||
@@ -175,8 +175,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
if(do_after(user, 40))
|
||||
EL.inuse = 0
|
||||
if(!src) return
|
||||
user.drop_item()
|
||||
EL.forceMove(src)
|
||||
user.drop_from_inventory(EL,src)
|
||||
user << "<span class='notice'>You've installed the airlock electronics!</span>"
|
||||
src.name = "Near finished Windoor Assembly"
|
||||
src.electronics = EL
|
||||
@@ -197,7 +196,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
src.name = "Wired Windoor Assembly"
|
||||
var/obj/item/weapon/airlock_electronics/ae = electronics
|
||||
electronics = null
|
||||
ae.loc = src.loc
|
||||
ae.forceMove(src.loc)
|
||||
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(iscrowbar(W))
|
||||
@@ -232,7 +231,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
else
|
||||
windoor.req_access = src.electronics.conf_access
|
||||
windoor.electronics = src.electronics
|
||||
src.electronics.loc = windoor
|
||||
src.electronics.forceMove(windoor)
|
||||
else
|
||||
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
|
||||
if(src.facing == "l")
|
||||
@@ -250,7 +249,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
else
|
||||
windoor.req_access = src.electronics.conf_access
|
||||
windoor.electronics = src.electronics
|
||||
src.electronics.loc = windoor
|
||||
src.electronics.forceMove(windoor)
|
||||
|
||||
|
||||
qdel(src)
|
||||
|
||||
Reference in New Issue
Block a user