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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
177 lines
6.6 KiB
Plaintext
177 lines
6.6 KiB
Plaintext
#define MODPAINT_MAX_COLOR_VALUE 1.25
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#define MODPAINT_MIN_COLOR_VALUE 0
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#define MODPAINT_MAX_SECTION_COLORS 2
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#define MODPAINT_MIN_SECTION_COLORS 0.25
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#define MODPAINT_MAX_OVERALL_COLORS 4
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#define MODPAINT_MIN_OVERALL_COLORS 1.5
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/obj/item/mod/paint
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name = "MOD paint kit"
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desc = "This kit will repaint your MODsuit to something unique."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "paintkit"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 5)
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var/obj/item/mod/control/editing_mod
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var/atom/movable/screen/map_view/proxy_view
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var/list/current_color
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/obj/item/mod/paint/Initialize(mapload)
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. = ..()
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current_color = COLOR_MATRIX_IDENTITY
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/obj/item/mod/paint/examine(mob/user)
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. = ..()
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. += span_notice("<b>Left-click</b> a MODsuit to change skin.")
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. += span_notice("<b>Right-click</b> a MODsuit to recolor.")
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/obj/item/mod/paint/ui_interact(mob/user, datum/tgui/ui)
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if(!editing_mod)
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return
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "MODpaint", name)
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ui.open()
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proxy_view.display_to(user, ui.window)
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/obj/item/mod/paint/ui_host()
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return editing_mod
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/obj/item/mod/paint/ui_close(mob/user)
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. = ..()
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editing_mod = null
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QDEL_NULL(proxy_view)
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current_color = COLOR_MATRIX_IDENTITY
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/obj/item/mod/paint/ui_status(mob/user, datum/ui_state/state)
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if(check_menu(editing_mod, user))
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return ..()
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return UI_CLOSE
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/obj/item/mod/paint/ui_static_data(mob/user)
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var/list/data = list()
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data["mapRef"] = proxy_view.assigned_map
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return data
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/obj/item/mod/paint/ui_data(mob/user)
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var/list/data = list()
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data["currentColor"] = current_color
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return data
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/obj/item/mod/paint/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("transition_color")
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current_color = params["color"]
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animate(proxy_view, time = 0.5 SECONDS, color = current_color)
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if("confirm")
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if(length(current_color) != 20) //20 is the length of a matrix identity list
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return
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for(var/color_value in current_color)
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if(isnum(color_value))
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continue
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return
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var/total_color_value = 0
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var/list/total_colors = current_color.Copy()
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total_colors.Cut(13, length(total_colors)) // 13 to 20 are just a and c, dont want to count them
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var/red_value = current_color[1] + current_color[5] + current_color[9] //rr + gr + br
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var/green_value = current_color[2] + current_color[6] + current_color[10] //rg + gg + bg
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var/blue_value = current_color[3] + current_color[7] + current_color[11] //rb + gb + bb
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if(red_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total red too high! ([red_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(red_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total red too low! ([red_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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if(green_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total green too high! ([green_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(green_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total green too low! ([green_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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if(blue_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total blue too high! ([blue_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(blue_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total blue too low! ([blue_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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for(var/color_value in total_colors)
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total_color_value += color_value
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if(color_value > MODPAINT_MAX_COLOR_VALUE)
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balloon_alert(usr, "one of colors too high! ([color_value*100]%/[MODPAINT_MAX_COLOR_VALUE*100]%")
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return
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else if(color_value < MODPAINT_MIN_COLOR_VALUE)
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balloon_alert(usr, "one of colors too low! ([color_value*100]%/[MODPAINT_MIN_COLOR_VALUE*100]%")
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return
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if(total_color_value > MODPAINT_MAX_OVERALL_COLORS)
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balloon_alert(usr, "total colors too high! ([total_color_value*100]%/[MODPAINT_MAX_OVERALL_COLORS*100]%)")
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return
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else if(total_color_value < MODPAINT_MIN_OVERALL_COLORS)
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balloon_alert(usr, "total colors too low! ([total_color_value*100]%/[MODPAINT_MIN_OVERALL_COLORS*100]%)")
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return
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editing_mod.set_mod_color(current_color)
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SStgui.close_uis(src)
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/obj/item/mod/paint/proc/paint_skin(obj/item/mod/control/mod, mob/user)
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if(length(mod.theme.variants) <= 1)
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balloon_alert(user, "no alternate skins!")
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return
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var/list/skins = list()
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for(var/mod_skin_name in mod.theme.variants)
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var/list/mod_skin = mod.theme.variants[mod_skin_name]
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skins[mod_skin_name] = image(icon = mod_skin[MOD_ICON_OVERRIDE] || mod.icon, icon_state = "[mod_skin_name]-control")
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var/pick = show_radial_menu(user, mod, skins, custom_check = CALLBACK(src, PROC_REF(check_menu), mod, user), require_near = TRUE)
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if(!pick)
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balloon_alert(user, "no skin picked!")
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return
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mod.theme.set_skin(mod, pick)
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/obj/item/mod/paint/proc/check_menu(obj/item/mod/control/mod, mob/user)
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if(user.incapacitated || !user.is_holding(src) || !mod || mod.active || mod.activating)
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return FALSE
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return TRUE
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#undef MODPAINT_MAX_COLOR_VALUE
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#undef MODPAINT_MIN_COLOR_VALUE
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#undef MODPAINT_MAX_SECTION_COLORS
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#undef MODPAINT_MIN_SECTION_COLORS
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#undef MODPAINT_MAX_OVERALL_COLORS
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#undef MODPAINT_MIN_OVERALL_COLORS
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/obj/item/mod/skin_applier
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name = "MOD skin applier"
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desc = "This one-use skin applier will add a skin to MODsuits of a specific type. Must be used on an inactive control unit."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "skinapplier"
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var/skin = "civilian"
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/obj/item/mod/skin_applier/Initialize(mapload)
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. = ..()
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name = "MOD [skin] skin applier"
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/obj/item/mod/skin_applier/interact_with_atom(atom/attacked_atom, mob/living/user, params)
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if(!istype(attacked_atom, /obj/item/mod/control))
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return NONE
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var/obj/item/mod/control/mod = attacked_atom
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if(mod.active || mod.activating)
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balloon_alert(user, "unit active!")
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return ITEM_INTERACT_BLOCKING
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if(!(skin in mod.theme.variants))
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balloon_alert(user, "wrong theme for skin!")
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return ITEM_INTERACT_BLOCKING
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mod.theme.set_skin(mod, skin)
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balloon_alert(user, "skin applied")
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/item/mod/skin_applier/honkerative
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desc = /obj/item/mod/skin_applier::desc + " Additionally, this kit attempts to install a waddling module. Honk!"
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skin = "honkerative"
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/obj/item/mod/skin_applier/honkerative/interact_with_atom(obj/item/mod/control/controlunit, mob/living/user, params)
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. = ..()
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if(!(. & ITEM_INTERACT_SUCCESS))
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return
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controlunit.install(new /obj/item/mod/module/waddle(get_turf(user)), user)
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