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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 04:22:39 +01:00
Chair Fixes (#10815)
This commit is contained in:
@@ -24,15 +24,15 @@
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var/material/padding_material
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var/base_icon = "bed"
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var/material_alteration = MATERIAL_ALTERATION_ALL
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var/buckling_sound = 'sound/effects/buckle.ogg'
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var/can_dismantle = TRUE
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gfi_layer_rotation = GFI_ROTATION_DEFDIR
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var/apply_material_color = TRUE
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var/makes_rolling_sound = TRUE
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var/buckle_sound = 'sound/effects/buckle.ogg'
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slowdown = 5
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/obj/structure/bed/New(newloc, var/new_material = DEFAULT_WALL_MATERIAL, var/new_padding_material)
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/obj/structure/bed/New(newloc, new_material = MATERIAL_STEEL, new_padding_material)
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..(newloc)
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color = null
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material = SSmaterials.get_material_by_name(new_material)
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@@ -45,41 +45,42 @@
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/obj/structure/bed/buckle_mob(mob/living/M)
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. = ..()
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if(. && buckle_sound)
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playsound(src, buckle_sound, 20)
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if(. && buckling_sound)
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playsound(src, buckling_sound, 20)
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// Reuse the cache/code from stools, todo maybe unify.
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/obj/structure/bed/update_icon()
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// Prep icon.
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icon_state = ""
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cut_overlays()
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var/list/stool_cache = SSicon_cache.stool_cache
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// Base icon.
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var/list/stool_cache = SSicon_cache.stool_cache
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var/cache_key = "[base_icon]-[material.name]"
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if(!stool_cache[cache_key])
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var/image/I = image('icons/obj/furniture.dmi', base_icon)
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if(apply_material_color)
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = material.icon_colour
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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// Padding overlay.
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if(padding_material)
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var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
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var/padding_cache_key = "[base_icon]-[padding_material.name]-padding"
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if(!stool_cache[padding_cache_key])
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var/image/I = image(icon, "[base_icon]_padding")
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if(apply_material_color)
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = padding_material.icon_colour
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stool_cache[padding_cache_key] = I
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add_overlay(stool_cache[padding_cache_key])
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// Strings.
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desc = initial(desc)
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if(padding_material)
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name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
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desc += " It's made of [material.use_name] and covered with [padding_material.use_name]."
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else
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name = "[material.display_name] [initial(name)]"
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desc += " It's made of [material.use_name]."
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if(material_alteration & MATERIAL_ALTERATION_NAME)
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name = padding_material ? "[padding_material.adjective_name] [initial(name)]" : "[material.adjective_name] [initial(name)]" //this is not perfect but it will do for now.
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if(material_alteration & MATERIAL_ALTERATION_DESC)
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desc = initial(desc)
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desc += padding_material ? " It's made of [material.use_name] and covered with [padding_material.use_name]." : " It's made of [material.use_name]."
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/obj/structure/bed/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSTABLE))
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@@ -2,8 +2,8 @@
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon_state = "chair_preview"
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color = "#666666"
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base_icon = "chair"
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color = "#666666"
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build_amt = 1
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@@ -34,6 +34,7 @@
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/obj/structure/bed/chair/post_buckle_mob()
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update_icon()
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return ..()
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/obj/structure/bed/chair/update_icon()
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..()
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@@ -41,33 +42,42 @@
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var/list/stool_cache = SSicon_cache.stool_cache
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var/cache_key = "[base_icon]-[material.name]-over"
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if(isnull(stool_cache[cache_key]))
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if(!stool_cache[cache_key])
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var/image/I = image('icons/obj/furniture.dmi', "[base_icon]_over")
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if(apply_material_color)
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = material.icon_colour
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I.layer = FLY_LAYER
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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// Padding overlay.
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if(padding_material)
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var/padding_cache_key = "[base_icon]-padding-[padding_material.name]-over"
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if(isnull(stool_cache[padding_cache_key]))
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var/padding_cache_key = "[base_icon]-[padding_material.name]-padding-over"
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if(!stool_cache[padding_cache_key])
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var/image/I = image(icon, "[base_icon]_padding_over")
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if(apply_material_color)
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = padding_material.icon_colour
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I.layer = FLY_LAYER
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stool_cache[padding_cache_key] = I
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add_overlay(stool_cache[padding_cache_key])
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if(buckled_mob && padding_material)
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cache_key = "[base_icon]-armrest-[padding_material.name]"
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if(isnull(stool_cache[cache_key]))
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if(buckled_mob)
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cache_key = "[base_icon]-[material.name]-armrest"
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if(!stool_cache[cache_key])
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var/image/I = image(icon, "[base_icon]_armrest")
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I.layer = MOB_LAYER + 0.1
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if(apply_material_color)
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I.color = padding_material.icon_colour
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I.layer = FLY_LAYER
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = material.icon_colour
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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if(padding_material)
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cache_key = "[base_icon]-[padding_material.name]-padding-armrest"
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if(!stool_cache[cache_key])
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var/image/I = image(icon, "[base_icon]_padding_armrest")
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I.layer = FLY_LAYER
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = padding_material.icon_colour
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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/obj/structure/bed/chair/set_dir()
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. = ..()
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@@ -76,6 +86,7 @@
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// Leaving this in for the sake of compilation.
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/obj/structure/bed/chair/comfy
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name = "comfy chair"
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desc = "It's a chair. It looks comfy."
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icon_state = "comfychair_preview"
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base_icon = "comfychair"
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@@ -109,13 +120,12 @@
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..(newloc, MATERIAL_STEEL, MATERIAL_CLOTH_LIME)
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/obj/structure/bed/chair/office
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name = "office chair"
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material_alteration = MATERIAL_ALTERATION_NAME || MATERIAL_ALTERATION_DESC
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anchored = 0
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buckle_movable = 1
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build_amt = 5
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/obj/structure/bed/chair/office/update_icon()
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return
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/obj/structure/bed/chair/office/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack) || W.iswirecutter())
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return
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@@ -165,29 +175,35 @@
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/bed/chair/office/light
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icon_state = "officechair_white"
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icon_state = "officechair_white_preview"
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base_icon = "officechair_white"
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/obj/structure/bed/chair/office/dark
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icon_state = "officechair_dark"
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icon_state = "officechair_dark_preview"
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base_icon = "officechair_dark"
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/obj/structure/bed/chair/office/bridge
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name = "command chair"
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desc = "It exudes authority... and looks about as comfortable as a brick."
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icon_state = "bridge"
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icon_state = "bridge_preview"
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base_icon = "bridge"
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anchored = 1
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/obj/structure/bed/chair/office/bridge/legion
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name = "legion pilot seat"
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desc = "A comfortable seat for a pilot."
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icon_state = "bridge_legion"
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icon_state = "bridge_legion_preview"
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base_icon = "bridge_legion"
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/obj/structure/bed/chair/office/bridge/generic
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icon_state = "bridge_generic"
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icon_state = "bridge_generic_preview"
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base_icon = "bridge_generic"
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/obj/structure/bed/chair/office/bridge/pilot
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name = "pilot seat"
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desc = "A comfortable seat for a pilot."
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icon_state = "pilot"
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icon_state = "pilot_preview"
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base_icon = "pilot"
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/obj/structure/bed/chair/office/hover
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name = "hoverchair"
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@@ -203,28 +219,20 @@
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/obj/structure/bed/chair/office/hover/command
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icon_state = "hover_command"
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/obj/structure/bed/chair/office/Initialize()
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. = ..()
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var/image/I = image(icon, "[icon_state]_over")
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I.layer = FLY_LAYER
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add_overlay(I)
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// Chair types
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/obj/structure/bed/chair/plastic
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color = "#CCCCCC"
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/obj/structure/bed/chair/plastic/New(var/newloc)
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..(newloc, MATERIAL_PLASTIC)
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/obj/structure/bed/chair/wood
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name = "wooden chair"
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name = "classic chair"
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desc = "Old is never too old to not be in fashion."
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icon_state = "wooden_chair"
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icon_state = "wooden_chair_preview"
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base_icon = "wooden_chair"
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material_alteration = MATERIAL_ALTERATION_NAME || MATERIAL_ALTERATION_DESC
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build_amt = 3
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/obj/structure/bed/chair/wood/update_icon()
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return
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/obj/structure/bed/chair/wood/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack) || W.iswirecutter())
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return
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@@ -233,56 +241,38 @@
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/obj/structure/bed/chair/wood/New(var/newloc)
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..(newloc, MATERIAL_WOOD)
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/obj/structure/bed/chair/wood/Initialize(mapload)
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.=..()
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var/image/I = image(icon, "[icon_state]_over")
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I.layer = FLY_LAYER
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add_overlay(I)
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/obj/structure/bed/chair/wood/wings
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icon_state = "wooden_chair_wings"
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name = "winged chair"
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icon_state = "wooden_chair_wings_preview"
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base_icon = "wooden_chair_wings"
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/obj/structure/bed/chair/unmovable
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can_dismantle = 0
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/obj/structure/bed/chair/shuttle
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icon_state = "shuttlechair"
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name = "shuttle chair"
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icon_state = "shuttlechair_preview"
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base_icon = "shuttlechair"
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buckling_sound = 'sound/effects/metal_close.ogg'
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material_alteration = MATERIAL_ALTERATION_NAME || MATERIAL_ALTERATION_DESC
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can_dismantle = FALSE
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apply_material_color = FALSE
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anchored = TRUE
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/obj/structure/bed/chair/shuttle/update_icon()
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cut_overlays()
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var/image/O = image(icon, "[icon_state]_over")
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O.layer = FLY_LAYER
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add_overlay(O)
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var/list/stool_cache = SSicon_cache.stool_cache
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var/cache_key = "[base_icon]_over"
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if(isnull(stool_cache[cache_key]))
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var/image/I = image('icons/obj/furniture.dmi', "[base_icon]_over")
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if(apply_material_color)
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I.color = material.icon_colour
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I.layer = FLY_LAYER
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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/obj/structure/bed/chair/shuttle/post_buckle_mob()
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if(buckled_mob)
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icon_state = "[base_icon]_down"
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cache_key = "[base_icon]-armrest"
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if(isnull(stool_cache[cache_key]))
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var/image/I = image(icon, "[base_icon]_armrest")
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I.layer = MOB_LAYER + 0.1
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if(apply_material_color)
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I.color = padding_material.icon_colour
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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base_icon = "shuttlechair-b"
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else
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icon_state = initial(icon_state)
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base_icon = "shuttlechair"
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..()
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/obj/structure/bed/chair/shuttle/update_icon()
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..()
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if(!buckled_mob)
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var/image/I = image(icon, "[base_icon]_special")
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I.layer = ABOVE_MOB_LAYER
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if(material_alteration & MATERIAL_ALTERATION_COLOR)
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I.color = material.icon_colour
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overlays |= I
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// pool chair, to sit with your feet in the water. only works when facing south, because water overlays weirdly otherwise
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/obj/structure/bed/chair/pool
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