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Christ on a stick. SO MANY ERRORS. REEE. # Conflicts: # baystation12.dme # code/_helpers/lists.dm # code/_helpers/logging.dm # code/_helpers/text.dm # code/_onclick/click.dm # code/controllers/configuration.dm # code/controllers/master_controller.dm # code/datums/supplypacks.dm # code/game/antagonist/antagonist.dm # code/game/antagonist/antagonist_print.dm # code/game/antagonist/outsider/commando.dm # code/game/antagonist/outsider/ninja.dm # code/game/area/areas.dm # code/game/gamemodes/cult/cult_items.dm # code/game/gamemodes/game_mode.dm # code/game/jobs/access.dm # code/game/machinery/atmoalter/canister.dm # code/game/machinery/autolathe.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/recharger.dm # code/game/machinery/suit_storage_unit.dm # code/game/mecha/mech_fabricator.dm # code/game/mecha/mecha.dm # code/game/objects/effects/spiders.dm # code/game/objects/items.dm # code/game/objects/items/devices/PDA/PDA.dm # code/game/objects/items/devices/flash.dm # code/game/objects/items/devices/lightreplacer.dm # code/game/objects/items/devices/paicard.dm # code/game/objects/items/devices/scanners.dm # code/game/objects/items/devices/suit_cooling.dm # code/game/objects/items/devices/uplink.dm # code/game/objects/items/robot/robot_upgrades.dm # code/game/objects/items/toys.dm # code/game/objects/items/weapons/cards_ids.dm # code/game/objects/items/weapons/handcuffs.dm # code/game/objects/items/weapons/manuals.dm # code/game/objects/items/weapons/material/kitchen.dm # code/game/objects/items/weapons/material/misc.dm # code/game/objects/items/weapons/material/swords.dm # code/game/objects/items/weapons/melee/energy.dm # code/game/objects/items/weapons/melee/misc.dm # code/game/objects/items/weapons/scrolls.dm # code/game/objects/items/weapons/storage/belt.dm # code/game/objects/items/weapons/stunbaton.dm # code/game/objects/items/weapons/tools.dm # code/game/objects/objs.dm # code/game/objects/structures/crates_lockers/closets.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # 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code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/carbon/human/life.dm # code/modules/mob/living/carbon/human/species/outsider/vox.dm # code/modules/mob/living/carbon/human/species/station/golem.dm # code/modules/mob/living/carbon/human/species/station/station.dm # code/modules/mob/living/carbon/human/update_icons.dm # code/modules/mob/living/carbon/metroid/metroid.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defense.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/living/silicon/ai/ai.dm # code/modules/mob/living/silicon/pai/admin.dm # code/modules/mob/living/silicon/pai/pai.dm # code/modules/mob/living/silicon/robot/drone/drone.dm # code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm # code/modules/mob/living/silicon/robot/emote.dm # code/modules/mob/living/silicon/robot/robot_items.dm # code/modules/mob/living/silicon/robot/robot_modules.dm # code/modules/mob/living/silicon/silicon.dm # code/modules/mob/living/simple_animal/bees.dm # code/modules/mob/living/simple_animal/friendly/cat.dm # code/modules/mob/living/simple_animal/friendly/corgi.dm # code/modules/mob/living/simple_animal/friendly/farm_animals.dm # code/modules/mob/living/simple_animal/friendly/mouse.dm # code/modules/mob/living/simple_animal/friendly/spiderbot.dm # code/modules/mob/living/simple_animal/hostile/hostile.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/logout.dm # code/modules/mob/mob.dm # code/modules/mob/mob_grab_specials.dm # code/modules/mob/mob_helpers.dm # code/modules/mob/new_player/sprite_accessories.dm # code/modules/organs/organ.dm # code/modules/organs/organ_alien.dm # code/modules/organs/organ_external.dm # code/modules/paperwork/faxmachine.dm # code/modules/projectiles/ammunition/boxes.dm # code/modules/projectiles/ammunition/bullets.dm # code/modules/projectiles/guns/energy/nuclear.dm # code/modules/projectiles/guns/energy/rifle.dm # code/modules/projectiles/guns/energy/special.dm # 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80 lines
2.7 KiB
Plaintext
80 lines
2.7 KiB
Plaintext
/* Clown Items
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* Contains:
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* Banana Peels
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* Soap
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* Bike Horns
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*/
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/*
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* Banana Peals
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*/
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/obj/item/weapon/bananapeel/Crossed(AM as mob|obj)
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if (istype(AM, /mob/living))
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var/mob/living/M = AM
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M.slip("the [src.name]",4)
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/*
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* Soap
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*/
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/obj/item/weapon/soap/New()
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..()
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create_reagents(10)
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wet()
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/obj/item/weapon/soap/proc/wet()
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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reagents.add_reagent("cleaner", 10)
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/obj/item/weapon/soap/Crossed(AM as mob|obj)
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if (istype(AM, /mob/living))
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var/mob/living/M = AM
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M.slip("the [src.name]",3)
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/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
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if(!proximity) return
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && (target in user.client.screen))
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user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>"
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else if(istype(target,/obj/effect/decal/cleanable))
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user << "<span class='notice'>You scrub \the [target.name] out.</span>"
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qdel(target)
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else if(istype(target,/turf))
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user << "You start scrubbing the [target.name]"
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if (do_after(user, 30, needhand = 0))
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user << "<span class='notice'>You scrub \the [target.name] clean.</span>"
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var/turf/T = target
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T.clean(src, user)
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else if(istype(target,/obj/structure/sink) || istype(target,/obj/structure/sink))
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user << "<span class='notice'>You wet \the [src] in the sink.</span>"
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wet()
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else if (istype(target, /obj/structure/mopbucket) || istype(target, /obj/item/weapon/reagent_containers/glass) || istype(target, /obj/structure/reagent_dispensers/watertank))
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if (target.reagents && target.reagents.total_volume)
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user << "<span class='notice'>You wet \the [src] in the [target].</span>"
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wet()
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else
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user << "\The [target] is empty!"
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else
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user << "<span class='notice'>You clean \the [target.name].</span>"
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target.clean_blood()
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return
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//attack_as_weapon
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/obj/item/weapon/soap/attack(mob/living/target, mob/living/user, var/target_zone)
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if(target && user && ishuman(target) && ishuman(user) && !target.stat && !user.stat && user.zone_sel &&user.zone_sel.selecting == "mouth" )
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user.visible_message("<span class='danger'>\The [user] washes \the [target]'s mouth out with soap!</span>")
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) //prevent spam
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return
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..()
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/*
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* Bike Horns
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*/
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/obj/item/weapon/bikehorn/attack_self(mob/user as mob)
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if (spam_flag == 0)
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spam_flag = 1
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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src.add_fingerprint(user)
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spawn(20)
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spam_flag = 0
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return
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