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Guillotine can be unanchored again (#73423)
## About The Pull Request Guillotines could not be unanchored, because the unfasten check checked if any action is being applied to the guillotine, including being wrenched at the moment. This PR fixes that. This PR also autodocs everything, adds a missing UNDEF, and renames GUILLOTINE_BLADE_IDLE to GUILLOTINE_ACTION_IDLE to make it clearer that this is intended for the current_action var, and not the blade_status var. ## Why It's Good For The Game Fixes a bug that prevents something from being moved around. ## Changelog 🆑 fix: Guillotines can be unanchored again /🆑
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@@ -1,9 +1,16 @@
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#define GUILLOTINE_BLADE_IDLE 0
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/// The guillotine is not being interacted with at the moment
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#define GUILLOTINE_ACTION_IDLE 0
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/// The blade is ready to be dropped
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#define GUILLOTINE_BLADE_RAISED 1
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/// The blade is moving
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#define GUILLOTINE_BLADE_MOVING 2
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/// The blade has landed in the stocks
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#define GUILLOTINE_BLADE_DROPPED 3
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/// The blade is being sharpened
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#define GUILLOTINE_BLADE_SHARPENING 4
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/// The guillotine blade is being interacted with by the executor
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#define GUILLOTINE_ACTION_INUSE 5
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/// The guillotine is being unfastened
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#define GUILLOTINE_ACTION_WRENCH 6
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/// This is maxiumum sharpness and will decapitate without failure
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@@ -18,6 +25,7 @@
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#define GUILLOTINE_LAYER_DIFF 1.2
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/// Delay for executing someone
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#define GUILLOTINE_ACTIVATE_DELAY (3 SECONDS)
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/// Delay for wrenching the guillotine
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#define GUILLOTINE_WRENCH_DELAY (1 SECONDS)
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/obj/structure/guillotine
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@@ -35,11 +43,16 @@
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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/// The sound the guillotine makes when it successfully cuts off a head
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var/drop_sound = 'sound/weapons/guillotine.ogg'
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/// The current state of the blade
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var/blade_status = GUILLOTINE_BLADE_RAISED
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
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/// How sharp the blade is
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var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP
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/// The number of mobs the blade has killed
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var/kill_count = 0
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var/current_action = GUILLOTINE_BLADE_IDLE // What's currently happening to the guillotine
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/// What's currently happening to the guillotine
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var/current_action = GUILLOTINE_ACTION_IDLE
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/obj/structure/guillotine/Initialize(mapload)
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LAZYINITLIST(buckled_mobs)
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@@ -101,12 +114,12 @@
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current_action = GUILLOTINE_ACTION_INUSE
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if (do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
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current_action = GUILLOTINE_BLADE_IDLE
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current_action = GUILLOTINE_ACTION_IDLE
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blade_status = GUILLOTINE_BLADE_MOVING
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade), user), GUILLOTINE_ANIMATION_LENGTH - 2) // Minus two so we play the sound and decap faster
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else
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current_action = GUILLOTINE_BLADE_IDLE
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current_action = GUILLOTINE_ACTION_IDLE
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else
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var/mob/living/carbon/human/H = buckled_mobs[1]
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@@ -119,10 +132,12 @@
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icon_state = "guillotine_drop"
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addtimer(CALLBACK(src, PROC_REF(drop_blade)), GUILLOTINE_ANIMATION_LENGTH)
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/// Sets the guillotine blade in a raised position
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/obj/structure/guillotine/proc/raise_blade()
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blade_status = GUILLOTINE_BLADE_RAISED
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icon_state = "guillotine_raised"
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/// Drops the guillotine blade, potentially beheading or harbing the buckled mob
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/obj/structure/guillotine/proc/drop_blade(mob/user)
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if (has_buckled_mobs() && blade_sharpness)
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var/mob/living/carbon/human/H = buckled_mobs[1]
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@@ -255,7 +270,7 @@
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to_chat(user, span_warning("Can't unfasten, someone's strapped in!"))
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return FAILED_UNFASTEN
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if (current_action)
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if (current_action && current_action != GUILLOTINE_ACTION_WRENCH)
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return FAILED_UNFASTEN
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current_action = GUILLOTINE_ACTION_WRENCH
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@@ -265,9 +280,9 @@
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. = ..()
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if(default_unfasten_wrench(user, tool, time = GUILLOTINE_WRENCH_DELAY))
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setDir(SOUTH)
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current_action = GUILLOTINE_BLADE_IDLE
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current_action = GUILLOTINE_ACTION_IDLE
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return TOOL_ACT_TOOLTYPE_SUCCESS
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current_action = GUILLOTINE_BLADE_IDLE
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current_action = GUILLOTINE_ACTION_IDLE
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return FALSE
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#undef GUILLOTINE_BLADE_MAX_SHARP
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@@ -276,11 +291,12 @@
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#undef GUILLOTINE_HEAD_OFFSET
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#undef GUILLOTINE_LAYER_DIFF
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#undef GUILLOTINE_ACTIVATE_DELAY
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#undef GUILLOTINE_WRENCH_DELAY
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#undef GUILLOTINE_BLADE_IDLE
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#undef GUILLOTINE_ACTION_IDLE
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#undef GUILLOTINE_BLADE_RAISED
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#undef GUILLOTINE_BLADE_MOVING
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#undef GUILLOTINE_BLADE_DROPPED
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#undef GUILLOTINE_BLADE_SHARPENING
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#undef GUILLOTINE_WRENCH_DELAY
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#undef GUILLOTINE_ACTION_INUSE
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#undef GUILLOTINE_ACTION_WRENCH
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