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## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
477 lines
15 KiB
Plaintext
477 lines
15 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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base_icon_state = "ladder"
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anchored = TRUE
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obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5)
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///the ladder below this one
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VAR_FINAL/obj/structure/ladder/down
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///the ladder above this one
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VAR_FINAL/obj/structure/ladder/up
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/// Ladders crafted midround can only link to other ladders crafted midround
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var/crafted = FALSE
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/// travel time for ladder in deciseconds
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var/travel_time = 1 SECONDS
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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..()
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GLOB.ladders += src
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if(up)
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link_up(up)
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if(down)
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link_down(down)
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register_context()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(up)
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context[SCREENTIP_CONTEXT_LMB] = "Climb up"
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if(down)
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context[SCREENTIP_CONTEXT_RMB] = "Climb down"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/ladder/examine(mob/user)
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. = ..()
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. += span_info("[EXAMINE_HINT("Left-click")] it to start moving up; [EXAMINE_HINT("Right-click")] to start moving down.")
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/obj/structure/ladder/Destroy(force)
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GLOB.ladders -= src
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disconnect()
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return ..()
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/// Trait source applied by ladder holes
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#define SOURCE_LADDER(ladder) "ladder_[REF(ladder)]"
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/// Abstract object used to represent a hole in the floor created by a ladder
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/obj/effect/abstract/ladder_hole
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = TRANSPARENT_FLOOR_PLANE
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layer = SPACE_LAYER
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alpha = 254
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/// The ladder that created this hole
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VAR_FINAL/obj/structure/ladder/ladder
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/obj/effect/abstract/ladder_hole/Initialize(mapload, obj/structure/ladder/ladder)
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. = ..()
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if(isnull(ladder) || !isopenturf(loc) || isopenspaceturf(loc))
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return INITIALIZE_HINT_QDEL
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for(var/obj/effect/abstract/ladder_hole/hole in loc)
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if(hole.ladder == ladder)
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return INITIALIZE_HINT_QDEL
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src.ladder = ladder
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RegisterSignal(ladder, COMSIG_QDELETING, PROC_REF(cleanup))
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icon = ladder.icon
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icon_state = "[ladder.base_icon_state]_hole"
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render_target = "*[SOURCE_LADDER(ladder)]"
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ADD_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
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ADD_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
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RegisterSignal(loc, COMSIG_TURF_CHANGE, PROC_REF(turf_changing))
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RegisterSignal(loc, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(add_ladder_rim))
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loc.add_filter(SOURCE_LADDER(ladder), 1, alpha_mask_filter(
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x = ladder.pixel_x + ladder.pixel_w,
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y = ladder.pixel_y + ladder.pixel_z,
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render_source = "*[SOURCE_LADDER(ladder)]",
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flags = MASK_INVERSE,
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))
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loc.update_appearance(UPDATE_OVERLAYS)
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/obj/effect/abstract/ladder_hole/Destroy()
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if(isnull(ladder))
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return ..()
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if(isopenturf(loc))
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UnregisterSignal(loc, list(COMSIG_TURF_CHANGE, COMSIG_ATOM_UPDATE_OVERLAYS))
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REMOVE_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
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REMOVE_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
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loc.remove_filter(SOURCE_LADDER(ladder))
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loc.update_appearance(UPDATE_OVERLAYS)
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UnregisterSignal(ladder, COMSIG_QDELETING)
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ladder = null
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return ..()
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/obj/effect/abstract/ladder_hole/proc/cleanup()
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SIGNAL_HANDLER
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// the ladder will qdel us in its Destroy regardless, when it unlinks
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// this is just an extra layer of safety, in case the ladder gets moved or something
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qdel(src)
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/obj/effect/abstract/ladder_hole/proc/turf_changing(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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post_change_callbacks += CALLBACK(ladder, TYPE_PROC_REF(/obj/structure/ladder, make_base_transparent))
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qdel(src)
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/obj/effect/abstract/ladder_hole/proc/add_ladder_rim(turf/source, list/overlays)
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SIGNAL_HANDLER
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var/mutable_appearance/rim = mutable_appearance(
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icon = ladder.icon,
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icon_state = "[ladder.base_icon_state]_rim",
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layer = TURF_DECAL_LAYER,
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plane = FLOOR_PLANE,
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offset_spokesman = source,
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)
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rim.pixel_w = ladder.pixel_w
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rim.pixel_x = ladder.pixel_x
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rim.pixel_y = ladder.pixel_y
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rim.pixel_z = ladder.pixel_z
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overlays += rim
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/// Makes the base of the ladder transparent
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/obj/structure/ladder/proc/make_base_transparent()
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if(!SSmapping.level_trait(z, ZTRAIT_DOWN)) // Ladders which are actually teleporting you to another z level
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return
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base_pixel_z = initial(base_pixel_z) + 12
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pixel_z = base_pixel_z
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new /obj/effect/abstract/ladder_hole(loc, src)
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/// Clears any ladder holes created by this ladder
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/obj/structure/ladder/proc/clear_base_transparency()
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base_pixel_z = initial(base_pixel_z)
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pixel_z = base_pixel_z
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for(var/obj/effect/abstract/ladder_hole/hole in loc)
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if(hole.ladder == src)
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qdel(hole)
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#undef SOURCE_LADDER
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/// Links this ladder to passed ladder (which should generally be below it)
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/obj/structure/ladder/proc/link_down(obj/structure/ladder/down_ladder)
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if(down)
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return
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down = down_ladder
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down_ladder.up = src
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down_ladder.update_appearance(UPDATE_ICON_STATE)
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update_appearance(UPDATE_ICON_STATE)
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make_base_transparent()
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/// Unlinks this ladder from the ladder below it.
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/obj/structure/ladder/proc/unlink_down()
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if(!down)
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return
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down.up = null
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down.update_appearance(UPDATE_ICON_STATE)
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down.update_minimap_blip()
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down = null
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update_appearance(UPDATE_ICON_STATE)
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clear_base_transparency()
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/// Links this ladder to passed ladder (which should generally be above it)
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/obj/structure/ladder/proc/link_up(obj/structure/ladder/up_ladder)
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if(up)
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return
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up = up_ladder
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up_ladder.down = src
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up_ladder.make_base_transparent()
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up_ladder.update_appearance(UPDATE_ICON_STATE)
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update_appearance(UPDATE_ICON_STATE)
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/// Unlinks this ladder from the ladder above it.
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/obj/structure/ladder/proc/unlink_up()
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if(!up)
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return
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up.down = null
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up.clear_base_transparency()
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up.update_appearance(UPDATE_ICON_STATE)
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up.update_minimap_blip()
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up = null
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update_appearance(UPDATE_ICON_STATE)
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/// Helper to unlink everything
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/obj/structure/ladder/proc/disconnect()
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unlink_down()
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unlink_up()
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/obj/structure/ladder/proc/update_minimap_blip()
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remove_minimap_blip(MINIMAP_LADDER_BLIP, src)
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if(up || down)
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add_minimap_blip(src, MINIMAP_LADDER_BLIP, "ladder")
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/base = get_turf(src)
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if(isnull(down))
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var/obj/structure/ladder/new_down = locate() in GET_TURF_BELOW(base)
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if (new_down && crafted == new_down.crafted)
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link_down(new_down)
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if(isnull(up))
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var/obj/structure/ladder/new_up = locate() in GET_TURF_ABOVE(base)
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if (new_up && crafted == new_up.crafted)
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link_up(new_up)
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// Linking updates our icon, so if we failed both links we need a manual update
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if(isnull(down) && isnull(up))
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update_appearance(UPDATE_ICON_STATE)
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update_minimap_blip()
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/obj/structure/ladder/update_icon_state()
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icon_state = "[base_icon_state][!!up][!!down]"
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return ..()
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/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
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if (!(resistance_flags & INDESTRUCTIBLE))
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visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
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qdel(src)
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/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
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if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
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return
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if(!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(going_up ? !up : !down)
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balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
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return
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if(user.buckled && user.buckled.anchored)
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balloon_alert(user, "buckled to something anchored!")
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return
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if(travel_time)
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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else
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travel(user, going_up)
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add_fingerprint(user)
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/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
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show_initial_fluff_message(user, going_up)
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// Our climbers athletics ability
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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// Misc bonuses to the climb speed.
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var/misc_multiplier = 1
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var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if(istype(potential_spine))
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misc_multiplier *= potential_spine.athletics_boost_multiplier
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var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
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if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
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travel(user, going_up, grant_exp = TRUE)
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/// The message shown when the player starts climbing the ladder
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/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
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var/up_down = going_up ? "up" : "down"
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user.balloon_alert_to_viewers("climbing [up_down]...")
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/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
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var/obj/structure/ladder/ladder = going_up ? up : down
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if(!ladder)
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balloon_alert(user, "there's nothing that way!")
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return
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var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
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if(response & LADDER_TRAVEL_BLOCK)
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return
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var/turf/target = get_turf(ladder)
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user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
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if(grant_exp)
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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user.mind?.adjust_experience(/datum/skill/athletics, round(ATHLETICS_SKILL_MISC_EXP/(fitness_level || 1), 1)) //get a little experience for our trouble
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if(!is_ghost)
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show_final_fluff_message(user, ladder, going_up)
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// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
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// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
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// this way players can keep climbing up or down with ease until they reach an end.
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if(ladder.up && ladder.down)
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ladder.show_options(user, is_ghost)
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/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
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/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
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var/up_down = going_up ? "up" : "down"
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//POV of players around the source
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visible_message(span_notice("[user] climbs [up_down] [src]."))
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//POV of players around the destination
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user.balloon_alert_to_viewers("climbed [up_down]")
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/// Shows a radial menu that players can use to climb up and down a stair.
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/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
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var/list/tool_list = list()
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tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
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tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
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var/datum/callback/check_menu
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if(!is_ghost)
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check_menu = CALLBACK(src, PROC_REF(check_menu), user)
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var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
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var/going_up
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switch(result)
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if("Up")
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going_up = TRUE
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if("Down")
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going_up = FALSE
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else
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return
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if(is_ghost || !travel_time)
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travel(user, going_up, is_ghost)
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else
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
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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/structure/ladder/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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use(user)
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/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
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/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(user.combat_mode)
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return NONE
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use(user)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/ladder/item_interaction_secondary(mob/living/user, obj/item/tool, list/modifiers)
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if(user.combat_mode)
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return NONE
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use(user, going_up = FALSE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
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if(user.Adjacent(src))
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use(user)
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return TRUE
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/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
|
|
return
|
|
use(user, going_up = FALSE)
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
|
|
use(user)
|
|
return TRUE
|
|
|
|
/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
|
|
return
|
|
use(user, going_up = FALSE)
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
//ATTACK GHOST IGNORING PARENT RETURN VALUE
|
|
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
|
|
ghost_use(user)
|
|
return ..()
|
|
|
|
///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
|
|
/obj/structure/ladder/proc/ghost_use(mob/user)
|
|
if (!up && !down)
|
|
balloon_alert(user, "doesn't lead anywhere!")
|
|
return
|
|
if(!up) //only goes down
|
|
travel(user, going_up = FALSE, is_ghost = TRUE)
|
|
else if(!down) //only goes up
|
|
travel(user, going_up = TRUE, is_ghost = TRUE)
|
|
else //goes both ways
|
|
show_options(user, is_ghost = TRUE)
|
|
|
|
// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
|
|
/obj/structure/ladder/unbreakable
|
|
name = "sturdy ladder"
|
|
desc = "An extremely sturdy metal ladder."
|
|
resistance_flags = INDESTRUCTIBLE
|
|
var/id
|
|
var/height = 0 // higher numbers are considered physically higher
|
|
|
|
/obj/structure/ladder/unbreakable/LateInitialize()
|
|
// Override the parent to find ladders based on being height-linked
|
|
if (!id || (up && down))
|
|
update_appearance()
|
|
return
|
|
|
|
for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
|
|
if (unbreakable_ladder.id != id)
|
|
continue // not one of our pals
|
|
if (!down && unbreakable_ladder.height == height - 1)
|
|
down = unbreakable_ladder
|
|
unbreakable_ladder.up = src
|
|
unbreakable_ladder.update_appearance()
|
|
if (up)
|
|
break // break if both our connections are filled
|
|
else if (!up && unbreakable_ladder.height == height + 1)
|
|
up = unbreakable_ladder
|
|
unbreakable_ladder.down = src
|
|
unbreakable_ladder.update_appearance()
|
|
if (down)
|
|
break // break if both our connections are filled
|
|
|
|
update_appearance()
|
|
|
|
/obj/structure/ladder/crafted
|
|
crafted = TRUE
|