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## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
211 lines
7.6 KiB
Plaintext
211 lines
7.6 KiB
Plaintext
/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic)
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name = "wheelchair"
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desc = "A chair with big wheels. It looks like you can move in this on your own."
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icon = 'icons/mob/rideables/vehicles.dmi'
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icon_state = "wheelchair"
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layer = OBJ_LAYER
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max_integrity = 100
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armor_type = /datum/armor/ridden_wheelchair
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density = FALSE
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interaction_flags_mouse_drop = ALLOW_RESTING
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
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/// Run speed delay is multiplied with this for vehicle move delay.
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var/delay_multiplier = 6.7
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/// This variable is used to specify which overlay icon is used for the wheelchair, ensures wheelchair can cover your legs
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var/overlay_icon = "wheelchair_overlay"
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/// Overlay icon used for an attached TTV
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var/ttv_icon = "chair_ttv"
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///Determines the typepath of what the object folds into
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var/foldabletype = /obj/item/wheelchair
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///Bell attached to the wheelchair, if we have one.
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var/obj/structure/desk_bell/bell_attached
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///Bomb attached to the wheelchair, if we have one.
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var/obj/item/transfer_valve/bomb_attached
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/datum/armor/ridden_wheelchair
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melee = 10
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bullet = 10
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laser = 10
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bomb = 10
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fire = 20
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acid = 30
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/obj/vehicle/ridden/wheelchair/generate_actions()
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. = ..()
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if(!bell_attached)
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return
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initialize_controller_action_type(/datum/action/vehicle/ridden/wheelchair/bell, VEHICLE_CONTROL_DRIVE)
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/obj/vehicle/ridden/wheelchair/Initialize(mapload)
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. = ..()
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make_ridable()
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ADD_TRAIT(src, TRAIT_NO_IMMOBILIZE, INNATE_TRAIT)
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AddComponent(/datum/component/simple_rotation) //Since it's technically a chair I want it to have chair properties
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AddElement(/datum/element/noisy_movement, volume = 75)
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/obj/vehicle/ridden/wheelchair/handle_deconstruct(disassembled)
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remove_bell()
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remove_bomb()
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new /obj/item/stack/rods(drop_location(), disassembled ? 6 : 1)
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new /obj/item/stack/sheet/iron(drop_location(), disassembled ? 4 : 1)
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return ..()
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/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
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. = ..()
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update_appearance()
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/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
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. = ..()
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update_appearance()
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/// When you ring your bell and are armed try to explode
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/obj/vehicle/ridden/wheelchair/proc/on_bell_rang(obj/source, mob/user)
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SIGNAL_HANDLER
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if (prob(80))
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return
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if (bomb_attached)
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bomb_attached.add_hiddenprint(user)
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detonate_bomb()
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/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/tool) //Attackby should stop it attacking the wheelchair after moving away during decon
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..()
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balloon_alert(user, "disassembling")
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if(!tool.use_tool(src, user, 4 SECONDS, volume=50))
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return ITEM_INTERACT_SUCCESS
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to_chat(user, span_notice("You detach the wheels and deconstruct the chair."))
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deconstruct(disassembled = TRUE)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/vehicle/ridden/wheelchair/update_overlays()
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. = ..()
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if(has_buckled_mobs())
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var/mutable_appearance/wheel_overlay = mutable_appearance(icon, overlay_icon, ABOVE_MOB_LAYER, src, appearance_flags = KEEP_APART)
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wheel_overlay = color_atom_overlay(wheel_overlay)
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. += wheel_overlay
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if(bell_attached)
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. += "wheelchair_bell"
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if(bomb_attached)
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. += mutable_appearance(icon, "[ttv_icon][bomb_attached.tank_two ? "l" : ""][bomb_attached.tank_one ? "r" : ""]", ABOVE_MOB_LAYER)
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/// Detonate an armed explosive on this wheelchair
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/obj/vehicle/ridden/wheelchair/proc/detonate_bomb()
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bomb_attached?.toggle_valve()
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/// I assign the ridable element in this so i don't have to fuss with hand wheelchairs and motor wheelchairs having different subtypes
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/obj/vehicle/ridden/wheelchair/proc/make_ridable()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/wheelchair/hand)
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/obj/vehicle/ridden/wheelchair/mouse_drop_dragged(atom/over_object, mob/user) //Lets you collapse wheelchair
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if(over_object != user || !foldabletype || !ishuman(user))
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return FALSE
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if(has_buckled_mobs())
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return FALSE
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remove_bell()
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remove_bomb()
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user.visible_message(span_notice("[user] collapses [src]."), span_notice("You collapse [src]."))
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var/obj/vehicle/ridden/wheelchair/wheelchair_folded = new foldabletype(get_turf(src))
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user.put_in_hands(wheelchair_folded)
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qdel(src)
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/// Attaches bell to the wheelchair
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/obj/vehicle/ridden/wheelchair/proc/attach_bell(obj/structure/desk_bell/bell)
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bell_attached = bell
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bell.forceMove(src)
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generate_actions()
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update_appearance()
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/// Attaches TTV to the wheelchair
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/obj/vehicle/ridden/wheelchair/proc/attach_bomb(obj/item/transfer_valve/bomb)
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if (!(obj_flags & EMAGGED))
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RegisterSignal(src, COMSIG_WHEELCHAIR_BELL_RANG, PROC_REF(on_bell_rang))
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bomb_attached = bomb
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bomb.forceMove(src)
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update_appearance()
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/obj/vehicle/ridden/wheelchair/examine(mob/user)
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. =..()
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if(bell_attached)
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. += span_notice("There is \a [bell_attached] attached to the handle.")
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if(bomb_attached)
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. += span_warning("There are a pair of gas tanks attached to the frame.")
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/obj/vehicle/ridden/wheelchair/proc/remove_bell()
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if (!bell_attached)
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return
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bell_attached.forceMove(get_turf(src))
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visible_message(span_notice("[bell_attached] falls off!"))
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bell_attached = null
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update_appearance()
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/obj/vehicle/ridden/wheelchair/proc/remove_bomb()
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if (!bomb_attached)
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return
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bomb_attached.forceMove(get_turf(src))
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visible_message(span_notice("[bomb_attached] falls off!"))
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bomb_attached = null
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update_appearance()
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/// A reward item for obtaining 5K hardcore random points. Do not use for anything else
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/obj/vehicle/ridden/wheelchair/gold
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS
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desc = "Damn, must've been through a lot."
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icon_state = "gold_wheelchair"
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overlay_icon = "gold_wheelchair_overlay"
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max_integrity = 200
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armor_type = /datum/armor/wheelchair_gold
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 5)
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foldabletype = /obj/item/wheelchair/gold
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/// Handheld wheelchair item
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/obj/item/wheelchair
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name = "wheelchair"
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desc = "A collapsed wheelchair that can be carried around."
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icon = 'icons/mob/rideables/vehicles.dmi'
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icon_state = "wheelchair_folded"
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inhand_icon_state = "wheelchair_folded"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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force = 8 //Force is same as a chair
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
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/// The wheelchair vehicle type we create when we unfold this chair
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var/unfolded_type = /obj/vehicle/ridden/wheelchair
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/// Deploys wheelchair vehicle on in-hand use
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/obj/item/wheelchair/attack_self(mob/user)
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deploy_wheelchair(user, user.loc)
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/obj/item/wheelchair/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(isopenturf(interacting_with))
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deploy_wheelchair(user, interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/item/wheelchair/proc/deploy_wheelchair(mob/user, atom/location)
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var/obj/vehicle/ridden/wheelchair/wheelchair_unfolded = new unfolded_type(location)
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wheelchair_unfolded.add_fingerprint(user)
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qdel(src)
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///A reward item for obtaining 5K hardcore random points. Do not use for anything else
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/obj/item/wheelchair/gold
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name = "gold wheelchair"
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desc = "A collapsed, shiny wheelchair that can be carried around."
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icon = 'icons/mob/rideables/vehicles.dmi'
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icon_state = "wheelchair_folded_gold"
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inhand_icon_state = "wheelchair_folded_gold"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 5)
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unfolded_type = /obj/vehicle/ridden/wheelchair/gold
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/datum/armor/wheelchair_gold
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melee = 20
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bullet = 20
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laser = 20
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bomb = 20
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fire = 30
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acid = 40
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