mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
329 lines
7.9 KiB
Plaintext
329 lines
7.9 KiB
Plaintext
/obj/structure/stool/ex_act(severity)
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switch(severity)
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if(1.0)
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//SN src = null
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del(src)
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return
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if(2.0)
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if (prob(50))
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//SN src = null
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del(src)
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return
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if(3.0)
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if (prob(5))
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//SN src = null
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del(src)
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return
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else
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return
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/obj/structure/stool/blob_act()
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if(prob(75))
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new /obj/item/stack/sheet/metal( src.loc )
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del(src)
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/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal( src.loc )
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//SN src = null
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del(src)
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return
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/obj/structure/stool/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal( src.loc )
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del(src)
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return
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/obj/structure/stool/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/assembly/shock_kit))
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var/obj/structure/stool/chair/e_chair/E = new /obj/structure/stool/chair/e_chair( src.loc )
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part1 = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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//SN src = null
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del(src)
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return
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return
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/obj/structure/stool/bed/Del()
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for(var/mob/M in src.buckled_mobs)
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if (M.buckled == src)
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M.lying = 0
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unbuckle_all()
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..()
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return
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/obj/structure/stool/proc/unbuckle_all()
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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M.buckled = null
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M.anchored = 0
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/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
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var/N = 0;
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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if (M != user)
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M.visible_message(\
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"\blue [M.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] was unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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// world << "[M] is no longer buckled to [src]"
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M.anchored = 0
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M.buckled = null
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N++
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return N
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/obj/structure/stool/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
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return
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.anchored = 1
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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src:buckled_mobs += M
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
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if (!istype(M)) return
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buckle_mob(M, user)
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M.lying = 1
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return
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/obj/structure/stool/bed/attack_hand(mob/user as mob)
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for(var/mob/M in src.buckled_mobs)
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if (M.buckled == src)
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M.lying = 0
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if (manual_unbuckle_all(user))
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src.add_fingerprint(user)
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return
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/obj/structure/stool/chair/e_chair/New()
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src.overl = new /atom/movable/overlay( src.loc )
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src.overl.icon = 'objects.dmi'
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src.overl.icon_state = "e_chairo0"
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src.overl.layer = 5
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src.overl.name = "electrified chair"
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src.overl.master = src
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return
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/obj/structure/stool/chair/e_chair/Del()
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//src.overl = null
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del(src.overl)
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..()
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return
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/obj/structure/stool/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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var/obj/structure/stool/chair/C = new /obj/structure/stool/chair( src.loc )
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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C.dir = src.dir
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src.part1.loc = src.loc
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src.part1.master = null
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src.part1 = null
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//SN src = null
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del(src)
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return
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return
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/obj/structure/stool/chair/e_chair/verb/toggle_power()
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set name = "Toggle Electric Chair"
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set category = "Object"
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set src in oview(1)
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if ((usr.stat || usr.restrained() || !( usr.canmove ) || usr.lying))
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return
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src.on = !( src.on )
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src.icon_state = text("e_chair[]", src.on)
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src.overl.icon_state = text("e_chairo[]", src.on)
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return
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/obj/structure/stool/chair/e_chair/proc/shock()
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if (!( src.on ))
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return
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if ( (src.last_time + 50) > world.time)
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return
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src.last_time = world.time
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// special power handling
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var/area/A = get_area(src)
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if(!isarea(A))
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return
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if(!A.powered(EQUIP))
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return
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A.use_power(EQUIP, 5000)
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var/light = A.power_light
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A.updateicon()
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flick("e_chairs", src)
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flick("e_chairos", src.overl)
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var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
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s.set_up(12, 1, src)
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s.start()
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for(var/mob/living/M in src.loc)
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M.burn_skin(85)
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M << "\red <B>You feel a deep shock course through your body!</B>"
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sleep(1)
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M.burn_skin(85)
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if(M.stunned < 600)
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M.stunned = 600
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for(var/mob/M in hearers(src, null))
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M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
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A.power_light = light
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A.updateicon()
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return
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/obj/structure/stool/chair/ex_act(severity)
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unbuckle_all()
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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return
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/obj/structure/stool/chair/blob_act()
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if(prob(75))
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unbuckle_all()
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del(src)
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/obj/structure/stool/chair/New()
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src.verbs -= /atom/movable/verb/pull
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if (src.dir == NORTH)
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src.layer = FLY_LAYER
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..()
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return
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/obj/structure/stool/chair/Del()
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unbuckle_all()
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..()
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return
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/obj/structure/stool/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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src.dir = turn(src.dir, 90)
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if (src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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return
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/obj/structure/stool/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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buckle_mob(M, user)
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return
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/obj/structure/stool/chair/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/stool/chair/attack_hand(mob/user as mob)
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if (manual_unbuckle_all(user))
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src.add_fingerprint(user)
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return
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//roller bed
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/obj/structure/stool/bed/roller
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name = "roller bed"
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icon = 'rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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Move()
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..()
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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M.loc = src.loc
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buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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return 0
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
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return 0
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.anchored = 1
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M.buckled = src
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M.loc = src.loc
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M.pixel_y = 6
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M.update_clothing()
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src:buckled_mobs += M
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src.add_fingerprint(user)
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density = 1
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icon_state = "up"
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return 1
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manual_unbuckle_all(mob/user as mob)
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var/N = 0;
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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if (M != user)
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M.visible_message(\
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"\blue [M.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] was unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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M.pixel_y = 0
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M.anchored = 0
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M.buckled = null
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N++
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if(N)
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density = 0
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icon_state = "down"
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return N
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