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[MIRROR] Standing on structures such as crates, tables and bed will now look like it. [MDB IGNORE] (#25324)
* Standing on structures such as crates, tables and bed will now look like it. * Update deployable.dm * Makes this modular --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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@@ -128,15 +128,15 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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holder_obj.add_overlay(balloon)
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playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 10, time = 2 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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animate(holder_obj, pixel_z = 10, time = 2 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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sleep(6 SECONDS)
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playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', vol = 50, vary = TRUE, extrarange = -3)
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animate(holder_obj, pixel_z = 1000, time = 3 SECONDS)
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animate(holder_obj, pixel_z = 1000, time = 3 SECONDS, flags = ANIMATION_RELATIVE)
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if(ishuman(thing))
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var/mob/living/carbon/human/creature = thing
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@@ -157,9 +157,9 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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holder_obj.forceMove(pick(flooring_near_beacon))
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animate(holder_obj, pixel_z = 10, time = 5 SECONDS)
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animate(pixel_z = 15, time = 1 SECONDS)
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animate(pixel_z = 10, time = 1 SECONDS)
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animate(holder_obj, pixel_z = -990, time = 5 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
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sleep(7 SECONDS)
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balloon3 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_retract")
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@@ -172,7 +172,7 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
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holder_obj.cut_overlay(balloon3)
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thing.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
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thing.set_density(initial(thing.density))
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animate(holder_obj, pixel_z = 0, time = 0.5 SECONDS)
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animate(holder_obj, pixel_z = -10, time = 0.5 SECONDS, flags = ANIMATION_RELATIVE)
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sleep(0.5 SECONDS)
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thing.forceMove(holder_obj.loc)
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