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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() /🆑
345 lines
13 KiB
Plaintext
345 lines
13 KiB
Plaintext
/** This structure acts as a source of moisture loving cell lines,
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as well as a location where a hidden item can sometimes be retrieved
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at the cost of risking a vicious bite.**/
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/obj/structure/moisture_trap
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name = "moisture trap"
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desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigorously in this sterile and desolate place?"
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icon_state = "moisture_trap"
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anchored = TRUE
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density = FALSE
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///This var stores the hidden item that might be able to be retrieved from the trap
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var/obj/item/hidden_item
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///This var determines if there is a chance to receive a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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///A subtle loop which plays a drop of water sound every once in a while
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var/datum/looping_sound/drip/drip_sfx
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///weighted loot table for what loot you can find inside the moisture trap.
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///the actual loot isn't that great and should probably be improved and expanded later.
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var/static/list/loot_table = list(
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/obj/item/food/meat/slab/human/mutant/skeleton = 35,
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/obj/item/food/meat/slab/human/mutant/zombie = 15,
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/obj/item/trash/can = 15,
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/obj/item/clothing/head/helmet/skull = 10,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/restraints/handcuffs/cable/red = 1,
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/obj/item/restraints/handcuffs/cable/blue = 1,
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/obj/item/restraints/handcuffs/cable/green = 1,
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/obj/item/restraints/handcuffs/cable/pink = 1,
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/obj/item/restraints/handcuffs/alien = 2,
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/obj/item/coin/bananium = 10,
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/obj/item/knife/butcher = 5,
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)
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/obj/structure/moisture_trap/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/fish_safe_storage)
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
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if(prob(40))
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critter_infested = FALSE
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if(prob(75))
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var/picked_item = pick_weight(loot_table)
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hidden_item = new picked_item(src)
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var/datum/fish_source/moisture_trap/fish_source = new
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if(prob(50)) // 50% chance there's another item to fish out of there
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var/picked_item = pick_weight(loot_table)
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fish_source.fish_table[picked_item] = 5
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fish_source.fish_counts[picked_item] = 1;
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AddComponent(/datum/component/fishing_spot, fish_source)
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drip_sfx = new(src)
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drip_sfx.start()
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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drip_sfx?.stop(TRUE)
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return ..()
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///This proc checks if we are able to reach inside the trap to interact with it.
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/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
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if(!isliving(user))
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return FALSE
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var/mob/living/living_user = user
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if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I don't think monkeys can crawl on command.
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return FALSE
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return TRUE
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/obj/structure/moisture_trap/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(iscyborg(user) || isalien(user))
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return
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if(!CanReachInside(user))
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to_chat(user, span_warning("You need to lie down to reach into [src]."))
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return
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to_chat(user, span_notice("You reach down into the cold water of the basin."))
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playsound(src,'sound/effects/submerge.ogg', 25, TRUE)
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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user.put_in_hands(hidden_item)
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to_chat(user, span_notice("As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src]."))
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hidden_item = null
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return
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if(critter_infested && prob(50) && iscarbon(user))
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var/mob/living/carbon/bite_victim = user
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var/obj/item/bodypart/affecting = bite_victim.get_active_hand()
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to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks its [pick("fangs", "beak", "proboscis")] into your [affecting.plaintext_zone]!"))
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bite_victim.apply_damage(30, BRUTE, affecting)
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playsound(src,'sound/items/weapons/bite.ogg', 70, TRUE)
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return
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to_chat(user, span_warning("You find nothing of value..."))
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/obj/structure/moisture_trap/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(iscyborg(user) || isalien(user) || !CanReachInside(user))
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return NONE
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add_fingerprint(user)
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if(is_reagent_container(tool))
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if(istype(tool, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = tool
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cube.Expand()
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return ITEM_INTERACT_SUCCESS
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var/obj/item/reagent_containers/reagent_container = tool
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if(reagent_container.is_open_container())
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reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [reagent_container] from [src]."))
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return ITEM_INTERACT_SUCCESS
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if(hidden_item)
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to_chat(user, span_warning("There is already something inside [src]."))
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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to_chat(user, span_warning("\The [tool] is stuck to your hand, you cannot put it in [src]!"))
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return ITEM_INTERACT_BLOCKING
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hidden_item = tool
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to_chat(user, span_notice("You hide [tool] inside the basin."))
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playsound(src,'sound/effects/splash.ogg', 55, TRUE)
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return ITEM_INTERACT_SUCCESS
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#define ALTAR_INACTIVE 0
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#define ALTAR_STAGEONE 1
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#define ALTAR_STAGETWO 2
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#define ALTAR_STAGETHREE 3
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#define ALTAR_TIME (9.5 SECONDS)
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/obj/structure/destructible/cult/pants_altar
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name = "strange structure"
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desc = "What is this? Who put it on this station? And why does it emanate <span class='hypnophrase'>strange energy?</span>"
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icon_state = "altar"
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cult_examine_tip = "Even you don't understand the eldritch magic behind this."
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break_message = span_warning("The structure shatters, leaving only a demonic screech!")
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break_sound = 'sound/effects/magic/demon_dies.ogg'
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light_color = LIGHT_COLOR_BLOOD_MAGIC
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light_range = 2
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use_cooldown_duration = 1 MINUTES
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/// Color of the pants that will come out
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var/pants_color = COLOR_WHITE
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/// Stage of the pants making process
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var/status = ALTAR_INACTIVE
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/obj/structure/destructible/cult/pants_altar/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!istype(tool, /obj/item/melee/cultblade/dagger) || !IS_CULTIST(user) || !status)
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return NONE
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to_chat(user, span_notice("[src] is creating something, you can't move it!"))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/destructible/cult/pants_altar/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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var/list/altar_options = list(
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"Change Color" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_recolor"),
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"Create Artefact" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_create")
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)
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var/altar_result = show_radial_menu(user, src, altar_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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switch(altar_result)
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if("Change Color")
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var/chosen_color = tgui_color_picker(user, "", "Choose Color", pants_color)
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if(!isnull(chosen_color) && user.can_perform_action(src))
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pants_color = chosen_color
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if("Create Artefact")
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if(!COOLDOWN_FINISHED(src, use_cooldown) || status != ALTAR_INACTIVE)
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to_chat(user, span_warning("[src] is not ready to create something new yet..."))
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return
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pants_stageone()
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return TRUE
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/obj/structure/destructible/cult/pants_altar/update_icon_state()
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. = ..()
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if(!COOLDOWN_FINISHED(src, use_cooldown))
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icon_state = "altar_off"
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else
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icon_state = "altar"
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/obj/structure/destructible/cult/pants_altar/update_overlays()
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. = ..()
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var/overlayicon
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switch(status)
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if(ALTAR_INACTIVE)
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return
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if(ALTAR_STAGEONE)
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overlayicon = "altar_pants1"
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if(ALTAR_STAGETWO)
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overlayicon = "altar_pants2"
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if(ALTAR_STAGETHREE)
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overlayicon = "altar_pants3"
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var/mutable_appearance/pants_overlay = mutable_appearance(icon, overlayicon, appearance_flags = RESET_COLOR|KEEP_APART)
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pants_overlay.color = pants_color
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. += pants_overlay
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/// Starts creating the pants, plays the sound.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stageone()
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status = ALTAR_STAGEONE
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update_icon()
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visible_message(span_warning("[src] starts creating something..."))
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playsound(src, 'sound/effects/magic/pantsaltar.ogg', 60)
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addtimer(CALLBACK(src, PROC_REF(pants_stagetwo)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby nauseous.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagetwo()
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status = ALTAR_STAGETWO
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update_icon()
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visible_message(span_warning("You start feeling nauseous..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_eye_blur_if_lower(20 SECONDS)
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viewing_mob.adjust_confusion(10 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_stagethree)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby dizzy
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagethree()
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status = ALTAR_STAGETHREE
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update_icon()
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visible_message(span_warning("You start feeling horrible..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_dizzy_if_lower(20 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_create)), ALTAR_TIME)
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/// Finishes the creation, creating the item itself, setting the cooldowns and flashing every mob nearby.
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/obj/structure/destructible/cult/pants_altar/proc/pants_create()
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status = ALTAR_INACTIVE
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update_icon()
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visible_message(span_danger("[src] emits a flash of light and creates... pants?"))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.flash_act()
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var/obj/item/clothing/under/pants/slacks/altar/pants = new(get_turf(src))
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pants.add_atom_colour(pants_color, ADMIN_COLOUR_PRIORITY)
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COOLDOWN_START(src, use_cooldown, use_cooldown_duration)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon)), 1 MINUTES + 0.1 SECONDS)
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update_icon()
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/obj/structure/destructible/cult/pants_altar/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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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/clothing/under/pants/slacks/altar
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name = "strange pants"
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desc = "A pair of pants. They do not look or feel natural, and smell like fresh blood."
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icon_state = "/obj/item/clothing/under/pants/slacks/altar"
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greyscale_colors = "#ffffff#ffffff#ffffff"
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flags_1 = NONE //If IS_PLAYER_COLORABLE gets added color-changing support (i.e. spraycans), these won't end up getting it too. Plus, it already has its own recolor.
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#undef ALTAR_INACTIVE
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#undef ALTAR_STAGEONE
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#undef ALTAR_STAGETWO
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#undef ALTAR_STAGETHREE
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#undef ALTAR_TIME
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/**
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* Spawns in maint shafts, and blocks lines of sight perodically when active.
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*/
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/obj/structure/steam_vent
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name = "steam vent"
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby."
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icon_state = "steam_vent"
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anchored = TRUE
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density = FALSE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.3, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 2)
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/// How often does the vent reset the blow_steam cooldown.
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var/steam_speed = 20 SECONDS
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/// Is the steam vent active?
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var/vent_active = TRUE
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/// The cooldown for toggling the steam vent to prevent infinite steam vent looping.
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COOLDOWN_DECLARE(steam_vent_interact)
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/obj/structure/steam_vent/Initialize(mapload)
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. = ..()
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if(prob(75))
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vent_active = FALSE
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(blow_steam),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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register_context()
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update_icon_state()
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/obj/structure/steam_vent/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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balloon_alert(user, "not ready to adjust!")
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return
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vent_active = !vent_active
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update_icon_state()
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if(vent_active)
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balloon_alert(user, "vent on")
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else
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balloon_alert(user, "vent off")
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return
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blow_steam()
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/obj/structure/steam_vent/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = vent_active ? "Close valve" : "Open valve"
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return CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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return .
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/obj/structure/steam_vent/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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if(vent_active)
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balloon_alert(user, "must be off!")
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return
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if(tool.use_tool(src, user, 3 SECONDS))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct()
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return TRUE
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/obj/structure/steam_vent/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc)
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new /obj/item/stock_parts/water_recycler(loc, 1)
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/**
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* Creates "steam" smoke, and determines when the vent needs to block line of sight via reset_opacity.
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*/
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/obj/structure/steam_vent/proc/blow_steam(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(!vent_active)
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return
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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return
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if(!ismob(leaving))
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return
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do_smoke(1, src, loc)
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playsound(src, 'sound/machines/steam_hiss.ogg', 75, TRUE, -2)
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COOLDOWN_START(src, steam_vent_interact, steam_speed)
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/obj/structure/steam_vent/update_icon_state()
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. = ..()
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icon_state = "steam_vent[vent_active ? "": "_off"]"
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/obj/structure/steam_vent/fast
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby. It's faster than most."
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steam_speed = 10 SECONDS
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