mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 07:32:02 +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
300 lines
9.7 KiB
Plaintext
300 lines
9.7 KiB
Plaintext
/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "book-0"
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anchored = 1
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density = 1
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opacity = 1
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/obj/structure/bookcase/Initialize()
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. = ..()
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/book))
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I.loc = src
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update_icon()
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/obj/structure/bookcase/attackby(obj/O as obj, mob/user as mob)
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if(istype(O, /obj/item/weapon/book))
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user.drop_item()
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O.loc = src
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update_icon()
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else if(istype(O, /obj/item/weapon/pen))
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var/newname = sanitizeSafe(input("What would you like to title this bookshelf?"), MAX_NAME_LEN)
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if(!newname)
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return
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else
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name = ("bookcase ([newname])")
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else if(istype(O,/obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
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anchored = !anchored
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else if(istype(O,/obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << "<span class='notice'>You begin dismantling \the [src].</span>"
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if(do_after(user,25))
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user << "<span class='notice'>You dismantle \the [src].</span>"
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new /obj/item/stack/material/wood(get_turf(src), amount = 3)
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for(var/obj/item/weapon/book/b in contents)
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b.loc = (get_turf(src))
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qdel(src)
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else
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..()
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/obj/structure/bookcase/attack_hand(var/mob/user as mob)
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if(contents.len)
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var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
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if(choice)
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(choice)
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else
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choice.loc = get_turf(src)
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update_icon()
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/obj/structure/bookcase/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/obj/item/weapon/book/b in contents)
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qdel(b)
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qdel(src)
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return
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if(2.0)
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for(var/obj/item/weapon/book/b in contents)
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if (prob(50)) b.loc = (get_turf(src))
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else qdel(b)
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qdel(src)
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return
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if(3.0)
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if (prob(50))
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for(var/obj/item/weapon/book/b in contents)
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b.loc = (get_turf(src))
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qdel(src)
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return
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else
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return
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/obj/structure/bookcase/update_icon()
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if(contents.len < 5)
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icon_state = "book-[contents.len]"
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else
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icon_state = "book-5"
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/obj/structure/bookcase/manuals/medical
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name = "Medical Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/medical_cloning(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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update_icon()
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/obj/structure/bookcase/manuals/engineering
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name = "Engineering Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/engineering_construction(src)
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new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
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new /obj/item/weapon/book/manual/engineering_hacking(src)
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new /obj/item/weapon/book/manual/engineering_guide(src)
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new /obj/item/weapon/book/manual/atmospipes(src)
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new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
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new /obj/item/weapon/book/manual/evaguide(src)
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update_icon()
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/obj/structure/bookcase/manuals/research_and_development
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name = "R&D Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/research_and_development(src)
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update_icon()
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/*
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* Book
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*/
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/obj/item/weapon/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 1
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throw_range = 5
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w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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attack_verb = list("bashed", "whacked", "educated")
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var/dat // Actual page content
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var/due_date = 0 // Game time in 1/10th seconds
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var/author // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = 0 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title // The real name of the book.
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var/carved = 0 // Has the book been hollowed out for use as a secret storage item?
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var/obj/item/store //What's in the book?
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/obj/item/weapon/book/attack_self(var/mob/user as mob)
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if(carved)
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if(store)
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user << "<span class='notice'>[store] falls out of [title]!</span>"
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store.loc = get_turf(src.loc)
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store = null
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return
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else
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user << "<span class='notice'>The pages of [title] have been cut out!</span>"
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return
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if(src.dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "This book is completely blank!"
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/obj/item/weapon/book/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(carved)
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if(!store)
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if(W.w_class < 3)
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user.drop_item()
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W.loc = src
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store = W
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user << "<span class='notice'>You put [W] in [title].</span>"
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return
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else
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user << "<span class='notice'>[W] won't fit in [title].</span>"
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return
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else
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user << "<span class='notice'>There's already something in [title]!</span>"
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return
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if(istype(W, /obj/item/weapon/pen))
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if(unique)
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user << "These pages don't seem to take the ink well. Looks like you can't modify it."
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(sanitizeSafe(input("Write a new title:")))
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if(!newtitle)
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usr << "The title is invalid."
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return
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else
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src.name = newtitle
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src.title = newtitle
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if("Contents")
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var/content = sanitize(input("Write your book's contents (HTML NOT allowed):") as message|null, MAX_BOOK_MESSAGE_LEN)
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if(!content)
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usr << "The content is invalid."
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return
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else
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src.dat += content
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if("Author")
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var/newauthor = sanitize(input(usr, "Write the author's name:"))
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if(!newauthor)
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usr << "The name is invalid."
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return
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else
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src.author = newauthor
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else
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return
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else if(istype(W, /obj/item/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = W
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if(!scanner.computer)
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user << "[W]'s screen flashes: 'No associated computer found!'"
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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user << "[W]'s screen flashes: 'Book stored in buffer.'"
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = src.name
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user << "[W]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == src.name)
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scanner.computer.checkouts.Remove(b)
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user << "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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return
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user << "[W]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
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if(3)
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scanner.book = src
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for(var/obj/item/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
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return
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scanner.computer.inventory.Add(src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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else if(istype(W, /obj/item/weapon/material/knife) || istype(W, /obj/item/weapon/wirecutters))
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if(carved) return
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user << "<span class='notice'>You begin to carve out [title].</span>"
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if(do_after(user, 30))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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carved = 1
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return
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else
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..()
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/obj/item/weapon/book/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
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if(target_zone == "eyes")
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user.visible_message("<span class='notice'>You open up the book and show it to [M]. </span>", \
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"<span class='notice'> [user] opens up a book and shows it to [M]. </span>")
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M << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) //to prevent spam
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/*
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* Barcode Scanner
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*/
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/obj/item/weapon/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
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var/obj/item/weapon/book/book // Currently scanned book
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var/mode = 0 // 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
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attack_self(mob/user as mob)
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mode += 1
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if(mode > 3)
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mode = 0
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user << "[src] Status Display:"
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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user << " - Mode [mode] : [modedesc]"
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if(src.computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n"
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