mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-24 21:48:39 +01:00
@@ -113,8 +113,6 @@
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if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
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if(A.Adjacent(src)) // see adjacent.dm
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if(W)
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if(W.preattack(A,src,1,params)) //Weapon attack override,return 1 to exit
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return
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = A.attackby(W,src)
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if(!resolved && A && W)
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@@ -126,8 +124,6 @@
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return
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else // non-adjacent click
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if(W)
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if(W.preattack(A,src,0,params)) //Weapon attack override,return 1 to exit
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return
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W.afterattack(A,src,0,params) // 0: not Adjacent
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else
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RangedAttack(A, params)
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@@ -43,11 +43,6 @@
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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// Overrides the weapon attack so it can attack any atoms like when we want to have an effect on an object independent of attackby
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// It is a powerfull proc but it should be used wisely, if there is other alternatives instead use those
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// If it returns 1 it exits click code. Always . = 1 at start of the function if you delete src.
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/obj/item/proc/preattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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obj/item/proc/get_clamped_volume()
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if(src.force && src.w_class)
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@@ -56,8 +56,8 @@
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timer = newtime
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user << "Timer set for [timer] seconds."
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/obj/item/weapon/plastique/preattack(atom/target as obj|turf, mob/user as mob,proximity_flag)
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if (!proximity_flag)
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/obj/item/weapon/plastique/afterattack(atom/movable/target, mob/user, flag)
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if (!flag)
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return
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if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/))
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return
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@@ -86,7 +86,6 @@
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user << "Bomb has been planted. Timer counting down from [timer]."
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spawn(timer*10)
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explode(get_turf(target))
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return 1
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/obj/item/weapon/plastique/proc/explode(var/location)
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@@ -8,16 +8,22 @@
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item_state = ""
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w_class = 1
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/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user as mob,proximity)
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if(!proximity)
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/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user,proximity)
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if(!proximity || loc == I)
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return
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evidencebagEquip(I, user)
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/obj/item/weapon/evidencebag/attackby(obj/item/I, mob/user)
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if(evidencebagEquip(I, user))
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return 1
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/obj/item/weapon/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
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if(!istype(I) || I.anchored == 1)
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return ..()
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return
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if(istype(I, /obj/item/weapon/evidencebag))
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user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
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return
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return 1 //now this is podracing
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if(I.w_class > 3)
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user << "<span class='notice'>[I] won't fit in [src].</span>"
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@@ -25,7 +31,7 @@
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if(contents.len)
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user << "<span class='notice'>[src] already has something inside it.</span>"
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return ..()
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return
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if(!isturf(I.loc)) //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
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if(istype(I.loc,/obj/item/weapon/storage)) //in a container.
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@@ -39,8 +45,8 @@
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else
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return
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user.visible_message("[user] puts [I] into [src]", "You put [I] inside [src].",\
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"You hear a rustle as someone puts something into a plastic bag.")
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user.visible_message("<span class='notice'>[user] puts [I] into [src].</span>", "<span class='notice'>You put [I] inside [src].</span>",\
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"<span class='notice'>You hear a rustle as someone puts something into a plastic bag.</span>")
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icon_state = "evidence"
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@@ -57,14 +63,13 @@
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desc = "An evidence bag containing [I]. [I.desc]"
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I.loc = src
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w_class = I.w_class
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return
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return 1
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/obj/item/weapon/evidencebag/attack_self(mob/user as mob)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("[user] takes [I] out of [src]", "You take [I] out of [src].",\
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"You hear someone rustle around in a plastic bag, and remove something.")
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user.visible_message("<span class='notice'>[user] takes [I] out of [src].</span>", "<span class='notice'>You take [I] out of [src].</span>",\
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"<span class='notice'>You hear someone rustle around in a plastic bag, and remove something.</span>")
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overlays.Cut() //remove the overlays
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user.put_in_hands(I)
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w_class = 1
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