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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 15:17:01 +01:00
Display cases
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@@ -1,22 +1,22 @@
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/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox1"
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desc = "A display case for prized possessions. Hooked up with an anti-theft system."
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icon_state = "glassbox0"
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desc = "A display case for prized possessions."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete the gun.
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var/health = 30
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var/occupied = 1
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var/destroyed = 0
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var/obj/item/showpiece = null
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var/alert = 0
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var/open = 0
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/obj/structure/displaycase/ex_act(severity, target)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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if (occupied)
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new /obj/item/weapon/gun/energy/laser/captain( src.loc )
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occupied = 0
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dump()
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qdel(src)
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if (2)
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if (prob(50))
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@@ -27,6 +27,13 @@
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src.health -= 5
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src.healthcheck()
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/obj/structure/displaycase/examine(mob/user)
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..()
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if(showpiece)
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user << "<span class='notice'>There's [showpiece] inside.</span>"
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if(alert)
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user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
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/obj/structure/displaycase/bullet_act(obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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@@ -35,16 +42,17 @@
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src.healthcheck()
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return
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/obj/structure/displaycase/proc/dump()
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if (showpiece)
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showpiece.loc = src.loc
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showpiece = null
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/obj/structure/displaycase/blob_act()
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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if (occupied)
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new /obj/item/weapon/gun/energy/laser/captain( src.loc )
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occupied = 0
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dump()
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qdel(src)
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/obj/structure/displaycase/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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@@ -55,27 +63,46 @@
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update_icon()
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//Activate Anti-theft
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, "sound/effects/alert.ogg", 50, 1)
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if(alert)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, "sound/effects/alert.ogg", 50, 1)
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else
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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return
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/obj/structure/displaycase/update_icon()
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if(src.destroyed)
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src.icon_state = "glassboxb[src.occupied]"
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else
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src.icon_state = "glassbox[src.occupied]"
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var/icon/I = icon('icons/obj/stationobjs.dmi',"glassbox[destroyed || open?"b":""]0")
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if(showpiece)
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var/icon/S = getFlatIcon(showpiece) //Guns got overlays
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S.Scale(17,17)
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I.Blend(S,ICON_UNDERLAY,8,8)
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src.icon = I
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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src.health -= W.force
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src.healthcheck()
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..()
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if(!alert && istype(W,/obj/item/weapon/crowbar))
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if(destroyed && !showpiece)
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user << "<span class='notice'>You remove the destroyed case</span>"
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qdel(src)
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return
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user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
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if(do_after(user, 20, target = src))
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open = !open
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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update_icon()
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else if(open)
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if(user.unEquip(W))
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W.loc = src
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showpiece = W
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user << "<span class='notice'>You put [W] on display</span>"
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update_icon()
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else
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user.changeNext_move(CLICK_CD_MELEE)
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src.health -= W.force
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src.healthcheck()
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..()
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return
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/obj/structure/displaycase/attack_paw(mob/user)
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@@ -83,10 +110,9 @@
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/obj/structure/displaycase/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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if (src.destroyed && src.occupied)
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new /obj/item/weapon/gun/energy/laser/captain( src.loc )
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if (showpiece && (destroyed || open))
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dump()
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user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
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src.occupied = 0
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src.add_fingerprint(user)
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update_icon()
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return
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@@ -98,3 +124,23 @@
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return
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/obj/structure/displaycase/captain
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alert = 1
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/obj/structure/displaycase/captain/New()
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..()
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showpiece = new /obj/item/weapon/gun/energy/laser/captain (src)
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update_icon()
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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/obj/structure/displaycase/labcage/New()
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..()
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var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger(src)
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A.sterile = 1
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A.name = "Lamarr"
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showpiece = A
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update_icon()
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@@ -1,91 +0,0 @@
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/obj/structure/lamarr
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name = "lab cage"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "labcage1"
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desc = "A glass lab container for storing interesting creatures."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete Lamarr
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var/health = 30
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var/occupied = 1
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var/destroyed = 0
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/obj/structure/lamarr/ex_act(severity, target)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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Break()
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qdel(src)
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if (2)
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if (prob(50))
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src.health -= 15
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src.healthcheck()
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if (3)
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if (prob(50))
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src.health -= 5
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src.healthcheck()
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/obj/structure/lamarr/bullet_act(obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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src.healthcheck()
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return
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/obj/structure/lamarr/blob_act()
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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Break()
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qdel(src)
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/obj/structure/lamarr/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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src.density = 0
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src.destroyed = 1
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new /obj/item/weapon/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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Break()
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else
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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return
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/obj/structure/lamarr/update_icon()
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if(src.destroyed)
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src.icon_state = "labcageb[src.occupied]"
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else
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src.icon_state = "labcage[src.occupied]"
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return
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/obj/structure/lamarr/attackby(obj/item/weapon/W, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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src.health -= W.force
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src.healthcheck()
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..()
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return
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/obj/structure/lamarr/attack_paw(mob/user)
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return src.attack_hand(user)
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/obj/structure/lamarr/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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if (src.destroyed)
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return
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else
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user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", \
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"<span class='danger'>You kick the lab cage.</span>")
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src.health -= 2
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healthcheck()
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return
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/obj/structure/lamarr/proc/Break()
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if(occupied)
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var/obj/item/clothing/mask/facehugger/A = new /obj/item/clothing/mask/facehugger( src.loc )
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A.sterile = 1
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A.name = "Lamarr"
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occupied = 0
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update_icon()
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return
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