mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 12:41:09 +01:00
Merge pull request #11433 from Core0verload/framed
Buttons and wall frames rework
This commit is contained in:
@@ -1,32 +1,78 @@
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// APC HULL
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/obj/item/wallframe
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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT*2)
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flags = CONDUCT
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origin_tech = "materials=1;engineering=1"
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item_state = "syringe_kit"
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w_class = 2
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var/result_path
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var/inverse = 0
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// For inverse dir frames like light fixtures.
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/obj/item/apc_frame
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/obj/item/wallframe/proc/try_build(turf/on_wall)
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if(get_dist(on_wall,usr)>1)
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return
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var/ndir = get_dir(on_wall, usr)
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if(!(ndir in cardinal))
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return
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var/turf/loc = get_turf(usr)
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var/area/A = loc.loc
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if(!istype(loc, /turf/simulated/floor))
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usr << "<span class='warning'>You cannot place [src] on this spot!</span>"
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return
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if(A.requires_power == 0 || istype(A, /area/space))
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usr << "<span class='warning'>You cannot place [src] in this area!</span>"
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return
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if(gotwallitem(loc, ndir, inverse*2))
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usr << "<span class='warning'>There's already an item on this wall!</span>"
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return
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return 1
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/obj/item/wallframe/proc/attach(turf/on_wall)
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if(result_path)
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playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
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usr.visible_message("[usr.name] attaches [src] to the wall.",
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"<span class='notice'>You attach [src] to the wall.</span>",
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"<span class='italics'>You hear clicking.</span>")
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var/ndir = get_dir(on_wall,usr)
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if(inverse)
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ndir = turn(ndir, 180)
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var/obj/O = new result_path(get_turf(usr), ndir, 1)
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transfer_fingerprints_to(O)
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qdel(src)
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/obj/item/wallframe/attackby(obj/item/weapon/W, mob/user, params)
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..()
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var/metal_amt = round(materials[MAT_METAL]/MINERAL_MATERIAL_AMOUNT)
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var/glass_amt = round(materials[MAT_GLASS]/MINERAL_MATERIAL_AMOUNT)
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if (istype(W, /obj/item/weapon/wrench) && (metal_amt || glass_amt))
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user << "<span class='notice'>You dismantle [src].</span>"
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if(metal_amt)
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new /obj/item/stack/sheet/metal(get_turf(src), metal_amt)
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if(glass_amt)
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new /obj/item/stack/sheet/glass(get_turf(src), glass_amt)
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qdel(src)
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// APC HULL
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/obj/item/wallframe/apc
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name = "\improper APC frame"
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desc = "Used for repairing or building APCs"
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icon = 'icons/obj/apc_repair.dmi'
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icon_state = "apc_frame"
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flags = CONDUCT
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result_path = /obj/machinery/power/apc
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/obj/item/apc_frame/attackby(obj/item/weapon/W, mob/user, params)
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..()
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if (istype(W, /obj/item/weapon/wrench))
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new /obj/item/stack/sheet/metal( get_turf(src.loc), 2 )
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qdel(src)
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/obj/item/apc_frame/proc/try_build(turf/on_wall)
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if (get_dist(on_wall,usr)>1)
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return
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var/ndir = get_dir(usr,on_wall)
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if (!(ndir in cardinal))
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/obj/item/wallframe/apc/try_build(turf/on_wall)
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if(!..())
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return
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var/turf/loc = get_turf(usr)
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var/area/A = loc.loc
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if (!istype(loc, /turf/simulated/floor))
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usr << "<span class='warning'>APC cannot be placed on this spot!</span>"
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return
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if (A.requires_power == 0 || istype(A, /area/space))
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usr << "<span class='warning'>APC cannot be placed in this area!</span>"
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return
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if (A.get_apc())
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usr << "<span class='warning'>This area already has APC!</span>"
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return //only one APC per area
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@@ -39,5 +85,15 @@
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C.amount = 10
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usr << "<span class='notice'>You cut the cables and disassemble the unused power terminal.</span>"
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qdel(T)
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new /obj/machinery/power/apc(loc, ndir, 1)
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qdel(src)
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return 1
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/obj/item/weapon/electronics
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desc = "Looks like a circuit. Probably is."
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icon = 'icons/obj/module.dmi'
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icon_state = "door_electronics"
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item_state = "electronic"
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flags = CONDUCT
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w_class = 2
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origin_tech = "engineering=2;programming=1"
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materials = list(MAT_METAL=50, MAT_GLASS=50)
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@@ -33,12 +33,13 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
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new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1), \
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null, \
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new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \
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new/datum/stack_recipe("light fixture frame", /obj/item/light_fixture_frame, 2), \
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new/datum/stack_recipe("small light fixture frame", /obj/item/light_fixture_frame/small, 1), \
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new/datum/stack_recipe("light fixture frame", /obj/item/wallframe/light_fixture, 2), \
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new/datum/stack_recipe("small light fixture frame", /obj/item/wallframe/light_fixture/small, 1), \
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null, \
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new/datum/stack_recipe("apc frame", /obj/item/apc_frame, 2), \
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new/datum/stack_recipe("air alarm frame", /obj/item/alarm_frame, 2), \
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new/datum/stack_recipe("fire alarm frame", /obj/item/firealarm_frame, 2), \
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new/datum/stack_recipe("apc frame", /obj/item/wallframe/apc, 2), \
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new/datum/stack_recipe("air alarm frame", /obj/item/wallframe/alarm, 2), \
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new/datum/stack_recipe("fire alarm frame", /obj/item/wallframe/firealarm, 2), \
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new/datum/stack_recipe("button frame", /obj/item/wallframe/button, 1), \
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null, \
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new/datum/stack_recipe("iron door", /obj/structure/mineral_door/iron, 20, one_per_turf = 1, on_floor = 1), \
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)
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@@ -357,7 +357,7 @@ RCD
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activate()
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var/obj/machinery/door/airlock/T = new airlock_type( A )
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T.electronics = new/obj/item/weapon/airlock_electronics( src.loc )
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T.electronics = new/obj/item/weapon/electronics/airlock( src.loc )
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if(conf_access)
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T.electronics.conf_access = conf_access.Copy()
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@@ -37,9 +37,9 @@
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/storage/toolbox/electrical(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/module/power_control(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/weapon/electronics/apc(src)
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new /obj/item/device/multitool(src)
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new /obj/item/device/multitool(src)
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new /obj/item/device/multitool(src)
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@@ -11,7 +11,7 @@
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var/icontext = ""
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var/base_icon_state = "door_as_"
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var/glass_base_icon_state = "door_as_g"
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/obj/item/weapon/electronics/airlock/electronics = null
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/created_name = null
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@@ -506,7 +506,7 @@
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src.state = 0
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src.name = "secured airlock assembly"
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
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else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", \
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"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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@@ -534,9 +534,9 @@
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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src.state = 1
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src.name = "wired airlock assembly"
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var/obj/item/weapon/airlock_electronics/ae
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var/obj/item/weapon/electronics/airlock/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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ae = new/obj/item/weapon/electronics/airlock( src.loc )
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else
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ae = electronics
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electronics = null
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@@ -176,10 +176,11 @@ var/global/list/crematoriums = new/list()
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for(var/mob/living/M in contents)
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if (M.stat!=2)
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M.emote("scream")
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//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
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//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
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user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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if(user)
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user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
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log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
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else
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log_attack("\[[time_stamp()]\] <b>UNKNOWN</b> cremated <b>[M]/[M.ckey]</b>")
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M.death(1)
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M.ghostize()
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qdel(M)
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@@ -194,26 +195,6 @@ var/global/list/crematoriums = new/list()
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update_icon()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
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/*
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Crematorium Switch
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*/
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/obj/machinery/crema_switch/attack_hand(mob/user)
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if(src.allowed(usr))
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for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
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if (C.id != id)
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continue
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C.cremate(user)
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else
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usr << "<span class='danger'>Access denied.</span>"
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return
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/obj/machinery/crema_switch/attackby(obj/item/W, mob/user, params)
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if(W.GetID())
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attack_hand(user)
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else
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return ..()
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/*
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* Generic Tray
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@@ -286,4 +267,4 @@ Crematorium Switch
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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else
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return 0
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return 0
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@@ -19,7 +19,7 @@
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/obj/item/weapon/electronics/airlock/electronics = null
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var/created_name = null
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//Vars to help with the icon's name
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@@ -189,7 +189,7 @@
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name = "anchored windoor assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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else if(istype(W, /obj/item/weapon/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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@@ -219,7 +219,7 @@
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return
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae
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var/obj/item/weapon/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.loc = loc
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