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#define DEFAULT_SHELF_CAPACITY 3 // Default capacity of the shelf
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#define DEFAULT_SHELF_USE_DELAY 1 SECONDS // Default interaction delay of the shelf
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#define DEFAULT_SHELF_VERTICAL_OFFSET 10 // Vertical pixel offset of shelving-related things. Set to 10 by default due to this leaving more of the crate on-screen to be clicked.
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/obj/structure/cargo_shelf //Crate shelf port from Shiptest: https://github.com/shiptest-ss13/Shiptest/pull/2374
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name = "Cargo shelf"
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desc = "It's a shelf! For storing crates!"
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icon = 'modular_zubbers/icons/obj/structures.dmi'
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icon_state = "shelf_base"
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density = TRUE
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anchored = TRUE
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max_integrity = 50 // Not hard to break
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var/capacity = DEFAULT_SHELF_CAPACITY
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var/use_delay = DEFAULT_SHELF_USE_DELAY
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var/list/shelf_contents
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/obj/structure/cargo_shelf/debug
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capacity = 12
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/obj/structure/cargo_shelf/Initialize()
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. = ..()
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shelf_contents = new/list(capacity) // Initialize our shelf's contents list, this will be used later.
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var/stack_layer // This is used to generate the sprite layering of the shelf pieces.
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var/stack_offset // This is used to generate the vertical offset of the shelf pieces.
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for(var/i in 1 to (capacity - 1))
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if(i >= 3) // If we're at or above three, we'll be on the way to going off the tile we're on. This allows mobs to be below the shelf when this happens.
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stack_layer = ABOVE_MOB_LAYER + (0.02 * i) - 0.01
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else
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stack_layer = BELOW_OBJ_LAYER + (0.02 * i) - 0.01 // Make each shelf piece render above the last, but below the crate that should be on it.
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stack_offset = DEFAULT_SHELF_VERTICAL_OFFSET * i // Make each shelf piece physically above the last.
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overlays += image(icon = 'modular_zubbers/icons/obj/structures.dmi', icon_state = "shelf_stack", layer = stack_layer, pixel_y = stack_offset)
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return
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/obj/structure/cargo_shelf/Destroy()
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QDEL_LIST(shelf_contents)
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return ..()
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/obj/structure/cargo_shelf/examine(mob/user)
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. = ..()
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. += span_notice("There are some <b>bolts</b> holding [src] together.")
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if(shelf_contents.Find(null)) // If there's an empty space in the shelf, let the examiner know.
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. += span_notice("You could <b>drag and drop</b> a crate into [src].")
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if(contents.len) // If there are any crates in the shelf, let the examiner know.
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. += span_notice("You could <b>drag and drop</b> a crate out of [src].")
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. += span_notice("[src] contains:")
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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. += " [icon2html(crate, user)] [crate]"
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/obj/structure/cargo_shelf/attackby(obj/item/item, mob/living/user, params)
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if (item.tool_behaviour == TOOL_WRENCH && !(flags_1 & NO_DECONSTRUCTION))
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item.play_tool_sound(src)
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if(do_after(user, 3 SECONDS, target = src))
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deconstruct(TRUE)
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return TRUE
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return ..()
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/obj/structure/cargo_shelf/relay_container_resist_act(mob/living/user, obj/structure/closet/crate)
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to_chat(user, span_notice("You begin attempting to knock [crate] out of [src]"))
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if(do_after(user, 30 SECONDS, target = crate))
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if(!user || user.stat != CONSCIOUS || user.loc != crate || crate.loc != src)
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return // If the user is in a strange condition, return early.
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visible_message(span_warning("[crate] falls off of [src]!"),
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span_notice("You manage to knock [crate] free of [src]"),
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span_notice("You hear a thud."))
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crate.forceMove(drop_location()) // Drop the crate onto the shelf,
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step_rand(crate, 1) // Then try to push it somewhere.
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crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
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crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
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shelf_contents[shelf_contents.Find(crate)] = null // Remove the reference to the crate from the list.
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handle_visuals()
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/obj/structure/cargo_shelf/proc/handle_visuals()
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vis_contents = contents // It really do be that shrimple.
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return
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/obj/structure/cargo_shelf/proc/load(obj/structure/closet/crate/crate, mob/user)
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var/next_free = shelf_contents.Find(null) // Find the first empty slot in the shelf.
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if(!next_free) // If we don't find an empty slot, return early.
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balloon_alert(user, "shelf full!")
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return FALSE
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if(do_after(user, use_delay, target = crate))
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if(shelf_contents[next_free] != null)
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return FALSE // Something has been added to the shelf while we were waiting, abort!
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if(crate.opened) // If the crate is open, try to close it.
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if(!crate.close())
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return FALSE // If we fail to close it, don't load it into the shelf.
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shelf_contents[next_free] = crate // Insert a reference to the crate into the free slot.
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crate.forceMove(src) // Insert the crate into the shelf.
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crate.pixel_y = DEFAULT_SHELF_VERTICAL_OFFSET * (next_free - 1) // Adjust the vertical offset of the crate to look like it's on the shelf.
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if(next_free >= 3) // If we're at or above three, we'll be on the way to going off the tile we're on. This allows mobs to be below the crate when this happens.
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crate.layer = ABOVE_MOB_LAYER + 0.02 * (next_free - 1)
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else
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crate.layer = BELOW_OBJ_LAYER + 0.02 * (next_free - 1) // Adjust the layer of the crate to look like it's in the shelf.
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handle_visuals()
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return TRUE
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return FALSE // If the do_after() is interrupted, return FALSE!
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/obj/structure/cargo_shelf/proc/unload(obj/structure/closet/crate/crate, mob/user, turf/unload_turf)
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if(!unload_turf)
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unload_turf = get_turf(user) // If a turf somehow isn't passed into the proc, put it at the user's feet.
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if(!unload_turf.Enter(crate)) // If moving the crate from the shelf to the desired turf would bump, don't do it! Thanks Kapu1178 for the help here. - Generic DM
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unload_turf.balloon_alert(user, "no room!")
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return FALSE
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if(do_after(user, use_delay, target = crate))
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if(!shelf_contents.Find(crate))
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return FALSE // If something has happened to the crate while we were waiting, abort!
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crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
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crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
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crate.forceMove(unload_turf)
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shelf_contents[shelf_contents.Find(crate)] = null // We do this instead of removing it from the list to preserve the order of the shelf.
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handle_visuals()
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return TRUE
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return FALSE // If the do_after() is interrupted, return FALSE!
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/obj/structure/cargo_shelf/deconstruct(disassembled = TRUE)
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var/turf/dump_turf = drop_location()
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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crate.layer = initial(crate.layer) // Reset the crates back to default visual state
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crate.pixel_y = initial(crate.pixel_y)
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crate.forceMove(dump_turf)
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step(crate, pick(GLOB.alldirs)) // Shuffle the crates around as though they've fallen down.
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crate.SpinAnimation(rand(4,7), 1) // Spin the crates around a little as they fall. Randomness is applied so it doesn't look weird.
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switch(pick(1, 1, 1, 1, 2, 2, 3)) // Randomly pick whether to do nothing, open the crate, or break it open.
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if(1) // Believe it or not, this does nothing.
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if(2) // Open the crate!
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if(crate.open()) // Break some open, cause a little chaos.
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crate.visible_message(span_warning("[crate]'s lid falls open!"))
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else // If we somehow fail to open the crate, just break it instead!
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crate.visible_message(span_warning("[crate] falls apart!"))
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crate.deconstruct()
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if(3) // Break that crate!
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crate.visible_message(span_warning("[crate] falls apart!"))
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crate.deconstruct()
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shelf_contents[shelf_contents.Find(crate)] = null
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if(!(flags_1 & NO_DECONSTRUCTION))
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density = FALSE
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var/obj/item/rack_parts/cargo_shelf/newparts = new(loc)
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transfer_fingerprints_to(newparts)
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return ..()
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/obj/structure/closet/crate/MouseDrop(atom/drop_atom, src_location, over_location)
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. = ..()
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var/mob/living/user = usr
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if(!isliving(user))
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return // Ghosts busted.
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if(!isturf(user.loc) || user.incapacitated() || user.body_position == LYING_DOWN)
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return // If the user is in a weird state, don't bother trying.
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if(get_dist(drop_atom, src) != 1 || get_dist(drop_atom, user) != 1)
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return // Check whether the crate is exactly 1 tile from the shelf and the user.
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if(istype(drop_atom, /turf/open) && istype(loc, /obj/structure/cargo_shelf) && user.Adjacent(drop_atom))
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var/obj/structure/cargo_shelf/shelf = loc
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return shelf.unload(src, user, drop_atom) // If we're being dropped onto a turf, and we're inside of a crate shelf, unload.
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if(istype(drop_atom, /obj/structure/cargo_shelf) && isturf(loc) && user.Adjacent(src))
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var/obj/structure/cargo_shelf/shelf = drop_atom
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return shelf.load(src, user) // If we're being dropped onto a crate shelf, and we're in a turf, load.
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/obj/item/rack_parts/cargo_shelf
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name = "Cargo shelf parts"
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icon = 'modular_zubbers/icons/obj/structures.dmi'
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icon_state = "rack_parts"
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desc = "Parts of a cargo shelf, for storing crates."
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/obj/item/rack_parts/cargo_shelf/attack_self(mob/user)
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if(building)
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return
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building = TRUE
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to_chat(user, span_notice("You start constructing a cargo shelf..."))
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if(do_after(user, 50, target = user, progress=TRUE))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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var/obj/structure/cargo_shelf/R = new /obj/structure/cargo_shelf(get_turf(src))
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user.visible_message("<span class='notice'>[user] assembles \a [R].\
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</span>", span_notice("You assemble \a [R]."))
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R.add_fingerprint(user)
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qdel(src)
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building = FALSE
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/obj/structure/cargo_shelf/deconstruct(disassembled = TRUE)
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if(!(obj_flags & NO_DECONSTRUCTION))
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set_density(FALSE)
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var/obj/item/rack_parts/cargo_shelf/newparts = new(loc)
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transfer_fingerprints_to(newparts)
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qdel(src)
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/obj/item/rack_parts/gun
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name = "gun rack parts"
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desc = "Parts of a gun rack."
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/obj/item/rack_parts/gun/attack_self(mob/user)
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if(building)
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return
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building = TRUE
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to_chat(user, span_notice("You start constructing a gun rack..."))
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if(do_after(user, 50, target = user, progress=TRUE))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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var/obj/structure/rack/gunrack/R = new /obj/structure/rack/gunrack(get_turf(src))
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user.visible_message("<span class='notice'>[user] assembles \a [R].\
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</span>", span_notice("You assemble \a [R]."))
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R.add_fingerprint(user)
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qdel(src)
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building = FALSE
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/obj/structure/rack/gunrack/deconstruct(disassembled = TRUE)
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if(!(obj_flags & NO_DECONSTRUCTION))
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set_density(FALSE)
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var/obj/item/rack_parts/gun/newparts = new(loc)
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transfer_fingerprints_to(newparts)
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qdel(src)
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/obj/item/rack_parts/shelf
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name = "shelf parts"
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desc = "Parts of a standard shelf."
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/obj/item/rack_parts/shelf/attack_self(mob/user)
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if(building)
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return
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building = TRUE
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to_chat(user, span_notice("You start constructing a standard shelf..."))
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if(do_after(user, 50, target = user, progress=TRUE))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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var/obj/structure/rack/shelf/R = new /obj/structure/rack/shelf(get_turf(src))
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user.visible_message("<span class='notice'>[user] assembles \a [R].\
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</span>", span_notice("You assemble \a [R]."))
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R.add_fingerprint(user)
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qdel(src)
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building = FALSE
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/obj/structure/rack/shelf/deconstruct(disassembled = TRUE)
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if(!(obj_flags & NO_DECONSTRUCTION))
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set_density(FALSE)
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var/obj/item/rack_parts/shelf/newparts = new(loc)
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transfer_fingerprints_to(newparts)
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qdel(src)
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