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https://github.com/Aurorastation/Aurora.3.git
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aad698be53
The less controversial tweaks Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values. Syringe (drugs) now contains truth serum. Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs. A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault. The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
128 lines
4.2 KiB
Plaintext
128 lines
4.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/weapon/storage/lockbox
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name = "lockbox"
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desc = "A locked box."
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icon_state = "lockbox+l"
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item_state = "syringe_kit"
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w_class = 4
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max_w_class = 3
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max_storage_space = 14 //The sum of the w_classes of all the items in this storage item.
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req_access = list(access_armory)
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var/locked = 1
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var/broken = 0
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var/icon_locked = "lockbox+l"
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var/icon_closed = "lockbox"
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var/icon_broken = "lockbox+b"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "<span class='warning'>It appears to be broken.</span>"
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return
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if(src.allowed(user))
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src.locked = !( src.locked )
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if(src.locked)
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src.icon_state = src.icon_locked
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user << "<span class='notice'>You lock \the [src]!</span>"
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return
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else
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src.icon_state = src.icon_closed
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user << "<span class='notice'>You unlock \the [src]!</span>"
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return
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else
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user << "<span class='warning'>Access Denied</span>"
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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if(emag_act(INFINITY, user, W, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
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W:spark_system.queue()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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if(!locked)
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..()
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else
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user << "<span class='warning'>It's locked!</span>"
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return
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show_to(mob/user as mob)
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if(locked)
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user << "<span class='warning'>It's locked!</span>"
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else
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..()
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return
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/obj/item/weapon/storage/lockbox/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
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if(!broken)
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if(visual_feedback)
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visual_feedback = "<span class='warning'>[visual_feedback]</span>"
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else
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visual_feedback = "<span class='warning'>The locker has been sliced open by [user] with an electromagnetic card!</span>"
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if(audible_feedback)
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audible_feedback = "<span class='warning'>[audible_feedback]</span>"
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else
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audible_feedback = "<span class='warning'>You hear a faint electrical spark.</span>"
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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icon_state = src.icon_broken
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visible_message(visual_feedback, audible_feedback)
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return 1
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/obj/item/weapon/storage/lockbox/loyalty
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name = "lockbox of loyalty implants"
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req_access = list(access_security)
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New()
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..()
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implanter/loyalty(src)
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/obj/item/weapon/storage/lockbox/clusterbang
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name = "lockbox of clusterbangs"
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desc = "You have a bad feeling about opening this."
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req_access = list(access_security)
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New()
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..()
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new /obj/item/weapon/grenade/flashbang/clusterbang(src)
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/obj/item/weapon/storage/lockbox/lawgiver
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name = "Weapons lockbox"
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desc = "A high security weapons lockbox"
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req_access = list(access_armory)
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New()
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..()
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new /obj/item/weapon/gun/energy/lawgiver(src)
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/obj/item/weapon/storage/lockbox/medal
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name = "medal box"
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desc = "A locked box used to store medals."
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icon_state = "medalbox+l"
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item_state = "syringe_kit"
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w_class = 3
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max_w_class = 2
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req_access = list(access_captain)
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icon_locked = "medalbox+l"
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icon_closed = "medalbox"
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icon_broken = "medalbox+b"
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/obj/item/weapon/storage/lockbox/medal/fill()
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..()
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new /obj/item/clothing/accessory/medal/conduct(src)
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new /obj/item/clothing/accessory/medal/conduct(src)
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new /obj/item/clothing/accessory/medal/conduct(src)
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new /obj/item/clothing/accessory/medal/bronze_heart(src)
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new /obj/item/clothing/accessory/medal/bronze_heart(src)
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new /obj/item/clothing/accessory/medal/nobel_science(src)
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new /obj/item/clothing/accessory/medal/nobel_science(src)
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new /obj/item/clothing/accessory/medal/iron/merit(src)
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new /obj/item/clothing/accessory/medal/iron/merit(src)
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new /obj/item/clothing/accessory/medal/silver/valor(src)
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new /obj/item/clothing/accessory/medal/silver/security(src)
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new /obj/item/clothing/accessory/medal/silver/security(src)
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