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Bepis design: Table with wheels part 2: electric boogaloo (#49010)
* WHEELS * design * epic * rolling table fixes * test * dumb * 1` * fix
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@@ -167,6 +167,9 @@
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if(istype(I, /obj/item/storage/bag/tray))
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var/obj/item/storage/bag/tray/T = I
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if(T.contents.len > 0) // If the tray isn't empty
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for(var/x in T.contents)
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var/obj/item/item = x
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AfterPutItemOnTable(item, user)
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SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
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user.visible_message("<span class='notice'>[user] empties [I] on [src].</span>")
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return
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@@ -181,10 +184,13 @@
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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I.pixel_x = CLAMP(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = CLAMP(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
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return 1
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AfterPutItemOnTable(I, user)
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return TRUE
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else
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return ..()
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/obj/structure/table/proc/AfterPutItemOnTable(obj/item/I, mob/living/user)
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return
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/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags_1 & NODECONSTRUCT_1))
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@@ -208,6 +214,36 @@
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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buildstack = null //No buildstack, so generate from mat datums
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///Table on wheels
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/obj/structure/table/rolling
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name = "Rolling table"
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desc = "A NT brand \"Rolly poly\" rolling table. It can and will move."
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anchored = FALSE
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smooth = SMOOTH_FALSE
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canSmoothWith = list()
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icon = 'icons/obj/smooth_structures/rollingtable.dmi'
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icon_state = "rollingtable"
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var/list/attached_items = list()
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/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/I, mob/living/user)
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. = ..()
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attached_items += I
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RegisterSignal(I, COMSIG_MOVABLE_MOVED, .proc/RemoveItemFromTable) //Listen for the pickup event, unregister on pick-up so we aren't moved
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/obj/structure/table/rolling/proc/RemoveItemFromTable(datum/source, newloc, dir)
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if(newloc != loc) //Did we not move with the table? because that shit's ok
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return FALSE
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attached_items -= source
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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/obj/structure/table/rolling/Moved(atom/OldLoc, Dir)
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for(var/mob/M in OldLoc.contents)//Kidnap everyone on top
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M.forceMove(loc)
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for(var/x in attached_items)
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var/atom/movable/AM = x
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if(!AM.Move(loc))
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RemoveItemFromTable(AM, AM.loc)
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return TRUE
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/*
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* Glass tables
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