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https://github.com/Bubberstation/Bubberstation.git
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Moves a greater manyer morer things from attackby() to item_interaction() (#96739)
## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
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@@ -506,6 +506,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/unanchored/spawner, 0)
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//2021 AND STILLLL GOING STRONG
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//2022 BABYYYYY ~lewc
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//2023 ONE YEAR TO GO! -LT3
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//2026 just a week away - kemble
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/datum/armor/window_reinforced
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melee = 80
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bomb = 25
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@@ -517,79 +518,113 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/unanchored/spawner, 0)
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return list("delay" = 3 SECONDS, "cost" = 15)
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return FALSE
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/obj/structure/window/reinforced/attackby_secondary(obj/item/tool, mob/user, list/modifiers, list/attack_modifiers)
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/obj/structure/window/reinforced/item_interaction_secondary(mob/living/user, obj/item/tool, list/modifiers)
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if(resistance_flags & INDESTRUCTIBLE)
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balloon_alert(user, "too resilient!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ITEM_INTERACT_BLOCKING
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if(!tool.tool_behaviour)
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return NONE
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// to have gotten to this point, any tool must be innapropriate for its step
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switch(state)
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if(RWINDOW_SECURE)
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if(tool.tool_behaviour == TOOL_WELDER)
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if(tool.tool_start_check(user, heat_required = HIGH_TEMPERATURE_REQUIRED))
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user.visible_message(span_notice("[user] holds \the [tool] to the security screws on \the [src]..."),
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span_notice("You begin heating the security screws on \the [src]..."))
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if(tool.use_tool(src, user, 15 SECONDS, volume = 100))
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to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed."))
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state = RWINDOW_BOLTS_HEATED
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addtimer(CALLBACK(src, PROC_REF(cool_bolts)), 30 SECONDS)
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else if (tool.tool_behaviour)
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to_chat(user, span_warning("The security screws need to be heated first!"))
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to_chat(user, span_warning("The security screws need to be heated first!"))
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if(RWINDOW_BOLTS_HEATED)
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if(tool.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
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span_notice("You dig into the heated screws hard and they start turning..."))
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if(tool.use_tool(src, user, 50, volume = 50))
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state = RWINDOW_BOLTS_OUT
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to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
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else if (tool.tool_behaviour)
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to_chat(user, span_warning("The security screws need to be removed first!"))
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to_chat(user, span_warning("The security screws need to be removed first!"))
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if(RWINDOW_BOLTS_OUT)
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if(tool.tool_behaviour == TOOL_CROWBAR)
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user.visible_message(span_notice("[user] wedges \the [tool] into the gap in the frame and starts prying..."),
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span_notice("You wedge \the [tool] into the gap in the frame and start prying..."))
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if(tool.use_tool(src, user, 40, volume = 50))
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state = RWINDOW_POPPED
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to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
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else if (tool.tool_behaviour)
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to_chat(user, span_warning("The gap needs to be pried first!"))
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to_chat(user, span_warning("The gap needs to be pried first!"))
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if(RWINDOW_POPPED)
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if(tool.tool_behaviour == TOOL_WIRECUTTER)
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user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
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span_notice("You start cutting the exposed bars on \the [src]"))
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if(tool.use_tool(src, user, 20, volume = 50))
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state = RWINDOW_BARS_CUT
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to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
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else if (tool.tool_behaviour)
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to_chat(user, span_warning("The bars need to be cut first!"))
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to_chat(user, span_warning("The bars need to be cut first!"))
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if(RWINDOW_BARS_CUT)
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if(tool.tool_behaviour == TOOL_WRENCH)
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user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
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span_notice("You start unfastening the bolts from the frame..."))
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if(tool.use_tool(src, user, 40, volume = 50))
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to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose."))
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state = WINDOW_OUT_OF_FRAME
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set_anchored(FALSE)
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else if (tool.tool_behaviour)
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to_chat(user, span_warning("The bolts need to be loosened first!"))
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to_chat(user, span_warning("The bolts need to be loosened first!"))
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if (tool.tool_behaviour)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ..()
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return ITEM_INTERACT_BLOCKING
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/obj/structure/window/reinforced/crowbar_act(mob/living/user, obj/item/tool)
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if(!anchored)
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return FALSE
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return NONE
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if(state != WINDOW_OUT_OF_FRAME)
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return FALSE
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return NONE
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to_chat(user, span_notice("You begin to lever the window back into the frame..."))
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if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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state = RWINDOW_SECURE
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to_chat(user, span_notice("You pry the window back into the frame."))
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if(!tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
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return ITEM_INTERACT_BLOCKING
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state = RWINDOW_SECURE
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to_chat(user, span_notice("You pry the window back into the frame."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/reinforced/welder_act_secondary(mob/living/user, obj/item/tool)
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if(state != RWINDOW_SECURE)
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return NONE // we got all that messaging for innapropriate tools, no skip to attack
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if(!tool.tool_start_check(user, heat_required = HIGH_TEMPERATURE_REQUIRED))
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return ITEM_INTERACT_BLOCKING
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user.visible_message(span_notice("[user] holds \the [tool] to the security screws on \the [src]..."),
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span_notice("You begin heating the security screws on \the [src]..."))
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if(!tool.use_tool(src, user, 15 SECONDS, volume = 100))
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed."))
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state = RWINDOW_BOLTS_HEATED
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addtimer(CALLBACK(src, PROC_REF(cool_bolts)), 30 SECONDS)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/reinforced/screwdriver_act_secondary(mob/living/user, obj/item/tool)
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if(state != RWINDOW_BOLTS_HEATED)
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return NONE
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user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
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span_notice("You dig into the heated screws hard and they start turning..."))
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if(!tool.use_tool(src, user, 5 SECONDS, volume = 50))
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return ITEM_INTERACT_BLOCKING
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state = RWINDOW_BOLTS_OUT
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to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/reinforced/crowbar_act_secondary(mob/living/user, obj/item/tool)
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if(state != RWINDOW_BOLTS_OUT)
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return NONE
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user.visible_message(span_notice("[user] wedges \the [tool] into the gap in the frame and starts prying..."),
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span_notice("You wedge \the [tool] into the gap in the frame and start prying..."))
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if(!tool.use_tool(src, user, 4 SECONDS, volume = 50))
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return ITEM_INTERACT_BLOCKING
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state = RWINDOW_POPPED
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to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/reinforced/wirecutter_act_secondary(mob/living/user, obj/item/tool)
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if(state != RWINDOW_POPPED)
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return NONE
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user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
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span_notice("You start cutting the exposed bars on \the [src]"))
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if(!tool.use_tool(src, user, 2 SECONDS, volume = 50))
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return ITEM_INTERACT_BLOCKING
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state = RWINDOW_BARS_CUT
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to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/reinforced/wrench_act_secondary(mob/living/user, obj/item/tool)
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if(state != RWINDOW_BARS_CUT)
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return NONE
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user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
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span_notice("You start unfastening the bolts from the frame..."))
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if(!tool.use_tool(src, user, 4 SECONDS, volume = 50))
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose."))
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state = WINDOW_OUT_OF_FRAME
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set_anchored(FALSE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/proc/cool_bolts()
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@@ -980,25 +1015,27 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/frosted/spaw
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. = ..()
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. += (atom_integrity < max_integrity) ? torn : paper
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/obj/structure/window/paperframe/attackby(obj/item/W, mob/living/user)
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if(W.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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fire_act(W.get_temperature())
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return
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/obj/structure/window/paperframe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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fire_act(tool.get_temperature())
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return ITEM_INTERACT_SUCCESS
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if(user.combat_mode)
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return ..()
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return NONE
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if(istype(W, /obj/item/paper) && atom_integrity < max_integrity)
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user.visible_message(span_notice("[user] starts to patch the holes in \the [src]."))
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if(do_after(user, 2 SECONDS, target = src))
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atom_integrity = min(atom_integrity+4,max_integrity)
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qdel(W)
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user.visible_message(span_notice("[user] patches some of the holes in \the [src]."))
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if(atom_integrity == max_integrity)
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update_appearance()
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return
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..()
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update_appearance()
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if(!istype(tool, /obj/item/paper) || atom_integrity == max_integrity)
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return NONE
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user.visible_message(span_notice("[user] starts to patch the holes in \the [src]."))
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if(!do_after(user, 2 SECONDS, target = src))
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return ITEM_INTERACT_BLOCKING
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atom_integrity = min(atom_integrity+4,max_integrity)
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qdel(tool)
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user.visible_message(span_notice("[user] patches some of the holes in \the [src]."))
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if(atom_integrity == max_integrity)
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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/obj/structure/window/bronze
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name = "brass window"
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