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## About The Pull Request 50 files. Sorry about that, I was faster today. Just merge without looking, it'll be fine. This is the end of `/machinery/` & `/stack/` `attackby()`s(that aren't actually meant for being attacked) when these are all merged. Like, 200 left? I think? Also, this one will make light replacer reloading slightly more difficult until whichever one converted the light replacer is merged. If, for some ungodly reason, this one gets merged first. Changes beyond conversion: if a `/porta_turret_construct` somehow became anchored out of sync with its construction steps, it's no longer softlocked you can no longer place an infinite amount of blackboxes into the blackbox recorder a TTV will no longer keep its ghost on your back when you cut its wires while wearing it RCLs will properly update their appearance when initially given their first coil The creator of `robot_suit/attackby()` has been cursed to spend a thousand years in the lake of fire ## Why It's Good For The Game Now that all of these are remade, you can find bugs in them and then get GBP for fixing them(not that my code would ever have bugs). ## Changelog 🆑 fix: It's no longer possible to softlock building a turret(if it ever was) fix: you can no longer stuff the blackbox recorder full with as many blackboxes as you've somehow collected fix: TTVs will no longer remain on your back as a ghost when you cut their wire straps fix: RCLs will now properly update their appearance when given their first coil of cleaners code: 50 files have been converted from attackby() to item_interaction() /🆑
204 lines
7.6 KiB
Plaintext
204 lines
7.6 KiB
Plaintext
/*
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CONTAINS:
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RSF
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*/
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///Extracts the related object from an associated list of objects and values, or lists and objects.
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#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
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/obj/item/rsf
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name = "\improper Rapid-Service-Fabricator"
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desc = "A device used to rapidly deploy service items."
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icon = 'icons/obj/tools.dmi'
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icon_state = "rsf"
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inhand_icon_state = "rsf"
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base_icon_state = "rsf"
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///The icon state to revert to when the tool is empty
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var/spent_icon_state = "rsf_empty"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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opacity = FALSE
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density = FALSE
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anchored = FALSE
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item_flags = NOBLUDGEON
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armor_type = /datum/armor/none
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///The current matter count
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var/matter = 0
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///The max amount of matter in the device
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var/max_matter = 30
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///The type of the object we are going to dispense
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var/to_dispense
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///The cost of the object we are going to dispense
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var/dispense_cost = 0
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w_class = WEIGHT_CLASS_NORMAL
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///An associated list of atoms and charge costs. This can contain a separate list, as long as its associated item is an object
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///The RSF item list below shows in the player facing ui in this order, this is why it isn't in alphabetical order, but instead sorted by category
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var/list/cost_by_item = list(
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/obj/item/reagent_containers/cup/glass/drinkingglass = 20,
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/obj/item/reagent_containers/cup/glass/sillycup = 10,
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/obj/item/plate = 70,
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/obj/item/reagent_containers/cup/bowl = 70,
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/obj/item/kitchen/fork/plastic = 30,
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/obj/item/knife/plastic = 30,
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/obj/item/kitchen/spoon/plastic = 30,
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/obj/item/food/seaweedsheet = 30,
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/obj/item/storage/dice = 200,
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/obj/item/toy/cards/deck = 200,
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/obj/item/paper = 10,
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/obj/item/pen = 50,
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/obj/item/cigarette = 10,
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)
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///An associated list of fuel and its value
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var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
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///A list of surfaces that we are allowed to place things on.
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var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
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///The unit of mesure of the matter, for use in text
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var/discriptor = "fabrication-units"
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///The verb that describes what we're doing, for use in text
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var/action_type = "Dispensing"
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///Holds a copy of world.time from the last time the synth was used.
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var/cooldown = 0
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///How long should the minimum period between this RSF's item dispensings be?
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var/cooldowndelay = 0 SECONDS
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/obj/item/rsf/Initialize(mapload)
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. = ..()
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to_dispense = cost_by_item[1]
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dispense_cost = cost_by_item[to_dispense]
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/obj/item/rsf/examine(mob/user)
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. = ..()
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. += span_notice("It currently holds [matter]/[max_matter] [discriptor].")
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/obj/item/rsf/cyborg
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matter = 30
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/obj/item/rsf/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!is_type_in_list(tool, matter_by_item))//If the thing we got hit by is in our matter list
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return NONE
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var/tempMatter = matter_by_item[tool.type] + matter
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if(tempMatter > max_matter)
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to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!"))
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return ITEM_INTERACT_BLOCKING
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if(isstack(tool))
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var/obj/item/stack/stack = tool
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stack.use(1)
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else
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qdel(tool)
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matter = tempMatter //We add its value
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playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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icon_state = base_icon_state//and set the icon state to the base state
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return ITEM_INTERACT_SUCCESS
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/obj/item/rsf/attack_self(mob/user)
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playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
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var/target = cost_by_item
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var/cost = 0
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//Warning, prepare for bodgecode
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while(islist(target))//While target is a list we continue the loop
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var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE)
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if(!check_menu(user) || picked == null)
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return
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for(var/emem in target)//Back through target agian
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var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
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if(picked == initial(test.name))//We try and find the entry that matches the radial selection
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cost = target[emem]//We cash the cost
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target = emem
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break
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//If we found a list we start it all again, this time looking through its contents.
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//This allows for sublists
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to_dispense = target
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dispense_cost = cost
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// Change mode
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///Forms a radial menu based off an object in a list, or a list's associated object
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/obj/item/rsf/proc/formRadial(from)
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var/list/radial_list = list()
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for(var/meme in from)//We iterate through all of targets entrys
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var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
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//We then add their data into the radial menu
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radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
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return radial_list
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/obj/item/rsf/proc/check_menu(mob/user)
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if(user.incapacitated || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/rsf/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(cooldown > world.time)
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return NONE
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if (!is_allowed(interacting_with))
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return NONE
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if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
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playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
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var/atom/meme = new to_dispense(get_turf(interacting_with))
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to_chat(user, span_notice("[action_type] [meme.name]..."))
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cooldown = world.time + cooldowndelay
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE
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/obj/item/rsf/proc/use_matter(charge, mob/user)
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if(iscyborg(user))
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var/mob/living/silicon/robot/R = user
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var/end_charge = R.cell.charge - charge
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if(end_charge < 0)
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to_chat(user, span_warning("You do not have enough power to use [src]."))
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icon_state = spent_icon_state
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return FALSE
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R.cell.charge = end_charge
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return TRUE
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else
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if(matter - 1 < 0)
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to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left."))
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icon_state = spent_icon_state
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return FALSE
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matter--
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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return TRUE
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///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
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/obj/item/rsf/proc/is_allowed(atom/to_check)
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return is_type_in_list(to_check, allowed_surfaces)
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/obj/item/rsf/cookiesynth
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name = "Cookie Synthesizer"
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desc = "A self-recharging device used to rapidly deploy cookies."
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icon_state = "rcd"
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base_icon_state = "rcd"
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spent_icon_state = "rcd"
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max_matter = 10
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cost_by_item = list(/obj/item/food/cookie = 100)
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dispense_cost = 100
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discriptor = "cookie-units"
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action_type = "Fabricates"
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cooldowndelay = 10 SECONDS
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///Tracks whether or not the cookiesynth is about to print a poisoned cookie
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var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
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/obj/item/rsf/cookiesynth/emag_act(mob/user, obj/item/card/emag/emag_card)
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obj_flags ^= EMAGGED
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if(obj_flags & EMAGGED)
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balloon_alert(user, "reagent safety checker shorted out")
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else
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balloon_alert(user, "reagent safety checker reset")
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return TRUE
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/obj/item/rsf/cookiesynth/attack_self(mob/user)
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var/mob/living/silicon/robot/P = null
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if(iscyborg(user))
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P = user
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if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin)
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toxin = TRUE
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to_dispense = /obj/item/food/cookie/sleepy
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to_chat(user, span_alert("Cookie Synthesizer hacked."))
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else
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toxin = FALSE
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to_dispense = /obj/item/food/cookie
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to_chat(user, span_notice("Cookie Synthesizer reset."))
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#undef OBJECT_OR_LIST_ELEMENT
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