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https://github.com/Aurorastation/Aurora.3.git
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23789d4113
This PR is intended to sort out our existing guns into something resembling organization. In addition, ancient decrepit guns are removed, and abstract paths are labeled as such. In addition, all guns are now standardized to refer to their model. Considering the huge number of weapons we have, a `pistol` is not descriptive enough. NOTE: At over 200 files touched, this is being split. Not everything was sorted, but this is already a monster to sort through. The rest can wait.
117 lines
3.6 KiB
Plaintext
117 lines
3.6 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/storage/lockbox
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name = "lockbox"
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desc = "A locked box."
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icon = 'icons/obj/storage/briefcase.dmi'
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icon_state = "lockbox+l"
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item_state = "lockbox+l"
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contained_sprite = TRUE
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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max_storage_space = DEFAULT_BOX_STORAGE //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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/obj/item/storage/lockbox/attackby(obj/item/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/card/id))
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if(src.broken)
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to_chat(user, SPAN_WARNING("It appears to be broken."))
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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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item_state = icon_state
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to_chat(user, SPAN_NOTICE("You lock \the [src]!"))
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return
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else
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src.icon_state = src.icon_closed
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item_state = icon_state
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to_chat(user, SPAN_NOTICE("You unlock \the [src]!"))
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return
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else
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to_chat(user, SPAN_WARNING("Access denied"))
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else if(istype(attacking_item, /obj/item/melee/energy/blade))
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if(emag_act(INFINITY, user, attacking_item, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
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var/obj/item/melee/energy/blade/blade = attacking_item
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blade.spark_system.queue()
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playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
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playsound(src.loc, SFX_SPARKS, 50, 1)
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if(!locked)
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..()
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else
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to_chat(user, SPAN_WARNING("It's locked!"))
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return
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/obj/item/storage/lockbox/show_to(mob/user as mob)
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if(locked)
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to_chat(user, SPAN_WARNING("It's locked!"))
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else
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..()
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return
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/obj/item/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_WARNING("[visual_feedback]")
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else
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visual_feedback = SPAN_WARNING("The locker has been sliced open by [user] with an electromagnetic card!")
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if(audible_feedback)
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audible_feedback = SPAN_WARNING("[audible_feedback]")
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else
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audible_feedback = SPAN_WARNING("You hear a faint electrical spark.")
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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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item_state = icon_state
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visible_message(visual_feedback, audible_feedback)
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return 1
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/obj/item/storage/lockbox/loyalty
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name = "lockbox of mind shield implants"
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req_access = list(ACCESS_SECURITY)
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starts_with = list(
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/obj/item/implantcase/mindshield = 3,
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/obj/item/implanter/mindshield = 1
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)
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/obj/item/storage/lockbox/anti_augment
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name = "lockbox of augmentation disrupter implants"
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req_access = list(ACCESS_SECURITY)
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starts_with = list(
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/obj/item/implantcase/anti_augment = 3,
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/obj/item/implanter/anti_augment = 1
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)
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/obj/item/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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starts_with = list(/obj/item/grenade/flashbang/clusterbang = 1)
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/obj/item/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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starts_with = list(/obj/item/gun/energy/acp = 1)
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/obj/item/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 = "briefcase"
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w_class = WEIGHT_CLASS_NORMAL
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max_w_class = WEIGHT_CLASS_SMALL
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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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