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[MIRROR] Medical/roller beds [MDB IGNORE] (#23520)
* Medical/roller beds * medical beds * Update ninja_den.dmm * medicell --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
This commit is contained in:
@@ -11,9 +11,8 @@
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_ALIEN_NEST
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canSmoothWith = SMOOTH_GROUP_ALIEN_NEST
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buildstacktype = null
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build_stack_type = null
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flags_1 = NODECONSTRUCT_1
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bolts = FALSE
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var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/nonhuman-player/alien.dmi', "nestoverlay", LYING_MOB_LAYER)
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/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
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@@ -1,12 +1,12 @@
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/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Medical beds
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* Roller beds
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* Pet beds
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*/
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/*
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* Beds
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*/
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/// Beds
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/obj/structure/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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@@ -18,65 +18,142 @@
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resistance_flags = FLAMMABLE
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max_integrity = 100
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integrity_failure = 0.35
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var/buildstacktype = /obj/item/stack/sheet/iron
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var/buildstackamount = 2
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var/bolts = TRUE
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/// What material this bed is made of
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var/build_stack_type = /obj/item/stack/sheet/iron
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/// How many mats to drop when deconstructed
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var/build_stack_amount = 2
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/obj/structure/bed/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/soft_landing)
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register_context()
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/obj/structure/bed/examine(mob/user)
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. = ..()
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if(bolts)
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if(!(flags_1 & NODECONSTRUCT_1))
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. += span_notice("It's held together by a couple of <b>bolts</b>.")
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/obj/structure/bed/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(held_item)
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if(held_item.tool_behaviour != TOOL_WRENCH || flags_1 & NODECONSTRUCT_1)
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return
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context[SCREENTIP_CONTEXT_RMB] = "Dismantle"
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return CONTEXTUAL_SCREENTIP_SET
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else if(has_buckled_mobs())
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context[SCREENTIP_CONTEXT_LMB] = "Unbuckle"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bed/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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if(build_stack_type)
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new build_stack_type(loc, build_stack_amount)
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..()
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/obj/structure/bed/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/bed/wrench_act_secondary(mob/living/user, obj/item/weapon)
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if(flags_1&NODECONSTRUCT_1)
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if(flags_1 & NODECONSTRUCT_1)
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return TRUE
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..()
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weapon.play_tool_sound(src)
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deconstruct(disassembled = TRUE)
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return TRUE
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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icon = 'icons/obj/medical/rollerbed.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "down"
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/// Medical beds
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/obj/structure/bed/medical
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name = "medical bed"
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icon = 'icons/obj/medical/medical_bed.dmi'
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desc = "A medical bed with wheels for assisted patient movement or medbay racing tournaments."
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icon_state = "med_down"
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base_icon_state = "med"
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anchored = FALSE
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resistance_flags = NONE
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///The item it spawns when it's folded up.
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var/foldabletype = /obj/item/roller
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build_stack_type = /obj/item/stack/sheet/mineral/titanium
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build_stack_amount = 1
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/// The item it spawns when it's folded up.
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var/foldable_type
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/obj/structure/bed/roller/Initialize(mapload)
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/obj/structure/bed/medical/anchored
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anchored = TRUE
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/obj/structure/bed/medical/emergency
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name = "emergency medical bed"
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desc = "A compact medical bed. This emergency version can be folded and carried for quick transport."
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icon_state = "emerg_down"
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base_icon_state = "emerg"
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foldable_type = /obj/item/emergency_bed
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/obj/structure/bed/medical/Initialize(mapload)
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. = ..()
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AddElement( \
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/datum/element/contextual_screentip_bare_hands, \
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rmb_text = "Fold up", \
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)
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AddElement(/datum/element/noisy_movement)
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/obj/structure/bed/roller/examine(mob/user)
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/obj/structure/bed/medical/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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. = ..()
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. += span_notice("You can fold it up with a Right-click.")
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context[SCREENTIP_CONTEXT_ALT_LMB] = "[anchored ? "Release brakes" : "Apply brakes"]"
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if(!isnull(foldable_type) && !has_buckled_mobs())
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context[SCREENTIP_CONTEXT_RMB] = "Fold up"
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/obj/structure/bed/roller/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/roller/robo))
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var/obj/item/roller/robo/R = W
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if(R.loaded)
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to_chat(user, span_warning("You already have a roller bed docked!"))
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bed/medical/examine(mob/user)
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. = ..()
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if(anchored)
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. += span_notice("The brakes are applied. They can be released with an Alt-click.")
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else
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. += span_notice("The brakes can be applied with an Alt-click.")
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if(!isnull(foldable_type))
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. += span_notice("You can fold it up with a Right-click.")
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/obj/structure/bed/medical/AltClick(mob/user)
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. = ..()
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anchored = !anchored
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balloon_alert(user, "brakes [anchored ? "applied" : "released"]")
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update_appearance()
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/obj/structure/bed/medical/post_buckle_mob(mob/living/patient)
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set_density(TRUE)
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update_appearance()
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/obj/structure/bed/medical/post_unbuckle_mob(mob/living/patient)
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set_density(FALSE)
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update_appearance()
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/obj/structure/bed/medical/update_icon_state()
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. = ..()
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if(has_buckled_mobs())
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icon_state = "[base_icon_state]_up"
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// Push them up from the normal lying position
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if(buckled_mobs.len > 1)
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for(var/mob/living/patient as anything in buckled_mobs)
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patient.pixel_y = patient.base_pixel_y
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else
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buckled_mobs[1].pixel_y = buckled_mobs[1].base_pixel_y
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else
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icon_state = "[base_icon_state]_down"
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/obj/structure/bed/medical/update_overlays()
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. = ..()
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if(!anchored)
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return
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if(has_buckled_mobs())
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. += mutable_appearance(icon, "brakes_up")
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. += emissive_appearance(icon, "brakes_up", src, alpha = src.alpha)
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else
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. += mutable_appearance(icon, "brakes_down")
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. += emissive_appearance(icon, "brakes_down", src, alpha = src.alpha)
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/obj/structure/bed/medical/emergency/attackby(obj/item/item, mob/user, params)
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if(istype(item, /obj/item/emergency_bed/silicon))
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var/obj/item/emergency_bed/silicon/silicon_bed = item
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if(silicon_bed.loaded)
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to_chat(user, span_warning("You already have a medical bed docked!"))
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return
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if(has_buckled_mobs())
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@@ -86,14 +163,14 @@
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else
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user_unbuckle_mob(buckled_mobs[1],user)
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else
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R.loaded = src
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forceMove(R)
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silicon_bed.loaded = src
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forceMove(silicon_bed)
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user.visible_message(span_notice("[user] collects [src]."), span_notice("You collect [src]."))
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return 1
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return TRUE
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else
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return ..()
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/obj/structure/bed/roller/attack_hand_secondary(mob/user, list/modifiers)
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/obj/structure/bed/medical/emergency/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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@@ -101,77 +178,68 @@
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(has_buckled_mobs())
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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user.visible_message(span_notice("[user] collapses [src]."), span_notice("You collapse [src]."))
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var/obj/structure/bed/roller/folding_bed = new foldabletype(get_turf(src))
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var/obj/structure/bed/medical/emergency/folding_bed = new foldable_type(get_turf(src))
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user.put_in_hands(folding_bed)
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qdel(src)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
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set_density(TRUE)
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icon_state = "up"
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//Push them up from the normal lying position
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M.pixel_y = M.base_pixel_y
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/obj/structure/bed/roller/post_unbuckle_mob(mob/living/M)
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set_density(FALSE)
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icon_state = "down"
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//Set them back down to the normal lying position
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M.pixel_y = M.base_pixel_y + M.body_position_pixel_y_offset
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/obj/item/roller
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/obj/item/emergency_bed
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/medical/rollerbed.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "folded"
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inhand_icon_state = "rollerbed"
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desc = "A collapsed medical bed that can be carried around."
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icon = 'icons/obj/medical/medical_bed.dmi'
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icon_state = "emerg_folded"
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inhand_icon_state = "emergencybed"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL // No more excuses, stop getting blood everywhere
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/obj/item/roller/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/roller/robo))
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var/obj/item/roller/robo/R = I
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if(R.loaded)
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to_chat(user, span_warning("[R] already has a roller bed loaded!"))
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/obj/item/emergency_bed/attackby(obj/item/item, mob/living/user, params)
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if(istype(item, /obj/item/emergency_bed/silicon))
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var/obj/item/emergency_bed/silicon/silicon_bed = item
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if(silicon_bed.loaded)
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to_chat(user, span_warning("[silicon_bed] already has a roller bed loaded!"))
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return
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user.visible_message(span_notice("[user] loads [src]."), span_notice("You load [src] into [R]."))
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R.loaded = new/obj/structure/bed/roller(R)
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user.visible_message(span_notice("[user] loads [src]."), span_notice("You load [src] into [silicon_bed]."))
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silicon_bed.loaded = new/obj/structure/bed/medical/emergency(silicon_bed)
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qdel(src) //"Load"
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return
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else
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return ..()
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/obj/item/roller/attack_self(mob/user)
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deploy_roller(user, user.loc)
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/obj/item/emergency_bed/attack_self(mob/user)
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deploy_bed(user, user.loc)
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/obj/item/roller/afterattack(obj/target, mob/user , proximity)
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/obj/item/emergency_bed/afterattack(obj/target, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isopenturf(target))
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deploy_roller(user, target)
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/obj/item/roller/proc/deploy_roller(mob/user, atom/location)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(location)
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R.add_fingerprint(user)
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if(isopenturf(target))
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deploy_bed(user, target)
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/obj/item/emergency_bed/proc/deploy_bed(mob/user, atom/location)
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var/obj/structure/bed/medical/emergency/deployed = new /obj/structure/bed/medical/emergency(location)
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deployed.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/robo //ROLLER ROBO DA!
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name = "roller bed dock"
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desc = "A collapsed roller bed that can be ejected for emergency use. Must be collected or replaced after use."
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var/obj/structure/bed/roller/loaded = null
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/obj/item/emergency_bed/silicon // ROLLER ROBO DA!
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name = "emergency bed dock"
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desc = "A collapsed medical bed that can be ejected for emergency use. Must be collected or replaced after use."
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var/obj/structure/bed/medical/emergency/loaded = null
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/obj/item/roller/robo/Initialize(mapload)
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/obj/item/emergency_bed/silicon/Initialize(mapload)
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. = ..()
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loaded = new(src)
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/obj/item/roller/robo/examine(mob/user)
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/obj/item/emergency_bed/silicon/examine(mob/user)
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. = ..()
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. += "The dock is [loaded ? "loaded" : "empty"]."
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/obj/item/roller/robo/deploy_roller(mob/user, atom/location)
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/obj/item/emergency_bed/silicon/deploy_bed(mob/user, atom/location)
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if(loaded)
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loaded.forceMove(location)
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user.visible_message(span_notice("[user] deploys [loaded]."), span_notice("You deploy [loaded]."))
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@@ -179,15 +247,14 @@
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else
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to_chat(user, span_warning("The dock is empty!"))
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//Dog bed
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/// Dog bed
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/obj/structure/bed/dogbed
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name = "dog bed"
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icon_state = "dogbed"
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desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
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anchored = FALSE
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 10
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build_stack_type = /obj/item/stack/sheet/mineral/wood
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build_stack_amount = 10
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var/owned = FALSE
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/obj/structure/bed/dogbed/ian
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@@ -220,17 +287,18 @@
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anchored = TRUE
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///Used to set the owner of a dogbed, returns FALSE if called on an owned bed or an invalid one, TRUE if the possesion succeeds
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/obj/structure/bed/dogbed/proc/update_owner(mob/living/M)
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/obj/structure/bed/dogbed/proc/update_owner(mob/living/furball)
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if(owned || type != /obj/structure/bed/dogbed) //Only marked beds work, this is hacky but I'm a hacky man
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return FALSE //Failed
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owned = TRUE
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name = "[M]'s bed"
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desc = "[M]'s bed! Looks comfy."
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return TRUE //Let any callers know that this bed is ours now
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/obj/structure/bed/dogbed/buckle_mob(mob/living/M, force, check_loc)
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owned = TRUE
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name = "[furball]'s bed"
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desc = "[furball]'s bed! Looks comfy."
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return TRUE // Let any callers know that this bed is ours now
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/obj/structure/bed/dogbed/buckle_mob(mob/living/furball, force, check_loc)
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. = ..()
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update_owner(M)
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update_owner(furball)
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/obj/structure/bed/maint
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name = "dirty mattress"
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@@ -241,18 +309,18 @@
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOLD, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 25)
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//Double Beds, for luxurious sleeping, i.e. the captain and maybe heads- if people use this for ERP, send them to skyrat
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// Double Beds, for luxurious sleeping, i.e. the captain and maybe heads- if people use this for ERP, send them to skyrat
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/obj/structure/bed/double
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name = "double bed"
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desc = "A luxurious double bed, for those too important for small dreams."
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icon_state = "bed_double"
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buildstackamount = 4
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build_stack_amount = 4
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max_buckled_mobs = 2
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///The mob who buckled to this bed second, to avoid other mobs getting pixel-shifted before he unbuckles.
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/// The mob who buckled to this bed second, to avoid other mobs getting pixel-shifted before he unbuckles.
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var/mob/living/goldilocks
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/obj/structure/bed/double/post_buckle_mob(mob/living/target)
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if(buckled_mobs.len > 1 && !goldilocks) //Push the second buckled mob a bit higher from the normal lying position
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if(buckled_mobs.len > 1 && !goldilocks) // Push the second buckled mob a bit higher from the normal lying position
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target.pixel_y = target.base_pixel_y + 6
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goldilocks = target
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