mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
192 lines
5.0 KiB
Plaintext
192 lines
5.0 KiB
Plaintext
/obj/structure
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icon = 'icons/obj/structures.dmi'
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w_class = 10
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var/climbable
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var/breakable
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var/parts
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var/list/climbers = list()
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/obj/structure/Destroy()
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if(parts)
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new parts(loc)
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if (smooth)
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queue_smooth_neighbors(src)
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return ..()
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/obj/structure/attack_hand(mob/user)
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if(breakable)
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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attack_generic(user,1,"smashes")
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else if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(user))
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attack_generic(user,1,"slices")
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if(climbers.len && !(user in climbers))
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user.visible_message("<span class='warning'>[user.name] shakes \the [src].</span>", \
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"<span class='notice'>You shake \the [src].</span>")
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structure_shaken()
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return ..()
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/obj/structure/attack_tk()
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return
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/obj/structure/ex_act(severity)
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switch(severity)
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if(1.0)
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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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qdel(src)
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return
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if(3.0)
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return
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/obj/structure/Initialize()
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. = ..()
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updateVisibility(src)
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if(climbable)
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verbs += /obj/structure/proc/climb_on
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if (smooth)
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queue_smooth(src)
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queue_smooth_neighbors(src)
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/obj/structure/proc/climb_on()
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set name = "Climb structure"
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set desc = "Climbs onto a structure."
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set category = "Object"
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set src in oview(1)
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do_climb(usr)
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/obj/structure/MouseDrop_T(mob/target, mob/user)
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var/mob/living/H = user
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if(istype(H) && can_climb(H) && target == user)
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do_climb(target)
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else
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return ..()
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/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
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if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers)))
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return 0
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if (!user.Adjacent(src))
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user << "<span class='danger'>You can't climb there, the way is blocked.</span>"
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return 0
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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user << "<span class='danger'>There's \a [occupied] in the way.</span>"
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return 0
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return 1
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/obj/structure/proc/turf_is_crowded()
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var/turf/T = get_turf(src)
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if(!T || !istype(T))
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return 0
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for(var/obj/O in T.contents)
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if(istype(O,/obj/structure))
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var/obj/structure/S = O
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if(S.climbable) continue
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if(O && O.density && !(O.flags & ON_BORDER)) //ON_BORDER structures are handled by the Adjacent() check.
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return O
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return 0
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/obj/structure/proc/do_climb(var/mob/living/user)
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if (!can_climb(user))
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return
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usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
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climbers |= user
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if(!do_after(user,50))
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climbers -= user
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return
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if (!can_climb(user, post_climb_check=1))
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climbers -= user
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return
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usr.forceMove(get_turf(src))
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if (get_turf(user) == get_turf(src))
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usr.visible_message("<span class='warning'>[user] climbs onto \the [src]!</span>")
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climbers -= user
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/obj/structure/proc/structure_shaken()
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for(var/mob/living/M in climbers)
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M.Weaken(1)
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M << "<span class='danger'>You topple as you are shaken off \the [src]!</span>"
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climbers.Cut(1,2)
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for(var/mob/living/M in get_turf(src))
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if(M.lying) return //No spamming this on people.
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M.Weaken(3)
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M << "<span class='danger'>You topple as \the [src] moves under you!</span>"
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if(prob(25))
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var/damage = rand(15,30)
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var/mob/living/carbon/human/H = M
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if(!istype(H))
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H << "<span class='danger'>You land heavily!</span>"
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M.adjustBruteLoss(damage)
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return
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var/obj/item/organ/external/affecting
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switch(pick(list("ankle","wrist","head","knee","elbow")))
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if("ankle")
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affecting = H.get_organ(pick("l_foot", "r_foot"))
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if("knee")
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affecting = H.get_organ(pick("l_leg", "r_leg"))
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if("wrist")
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affecting = H.get_organ(pick("l_hand", "r_hand"))
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if("elbow")
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affecting = H.get_organ(pick("l_arm", "r_arm"))
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if("head")
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affecting = H.get_organ("head")
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if(affecting)
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M << "<span class='danger'>You land heavily on your [affecting.name]!</span>"
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affecting.take_damage(damage, 0)
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if(affecting.parent)
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affecting.parent.add_autopsy_data("Misadventure", damage)
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else
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H << "<span class='danger'>You land heavily!</span>"
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H.adjustBruteLoss(damage)
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H.UpdateDamageIcon()
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H.updatehealth()
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return
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/obj/structure/proc/can_touch(var/mob/user)
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if (!user)
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return 0
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if(!Adjacent(user))
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return 0
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if (user.restrained() || user.buckled)
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user << "<span class='notice'>You need your hands and legs free for this.</span>"
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return 0
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if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
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return 0
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if (issilicon(user))
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user << "<span class='notice'>You need hands for this.</span>"
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return 0
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return 1
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/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
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if(!breakable || !damage || !wallbreaker)
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return 0
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visible_message("<span class='danger'>[user] [attack_verb] the [src] apart!</span>")
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user.do_attack_animation(src)
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spawn(1) qdel(src)
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return 1
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