mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-03-25 21:43:52 +00:00
About The Pull Request
It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.
dreamseeker_2020-03-30_05-01-13.png
dreamseeker_2020-03-30_05-01-26.png
Big points:
Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.
Other misc fixes/changes
Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
Fixes #49741: New carbon helpers for removing embedded objects
Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades
Why It's Good For The Game
Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog
🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
334 lines
12 KiB
Plaintext
334 lines
12 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
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var/damtype = BRUTE
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var/force = 0
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/acid_level = 0 //how much acid is on that obj
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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var/req_access_txt = "0"
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var/list/req_one_access
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var/req_one_access_txt = "0"
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var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
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/obj/vv_edit_var(vname, vval)
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switch(vname)
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if("anchored")
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setAnchored(vval)
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return TRUE
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if("obj_flags")
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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if("control_object")
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var/obj/O = vval
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if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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/obj/Initialize()
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if (islist(armor))
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armor = getArmor(arglist(armor))
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else if (!armor)
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armor = getArmor()
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else if (!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(obj_integrity == null)
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obj_integrity = max_integrity
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. = ..() //Do this after, else mat datums is mad.
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if (set_obj_flags)
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var/flagslist = splittext(set_obj_flags,";")
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var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
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for (var/flag in flagslist)
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if(flag[1] == "!")
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flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
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obj_flags &= ~string_to_objflag[flag]
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else
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obj_flags |= string_to_objflag[flag]
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if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
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var/turf/T = loc
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T.add_blueprints_preround(src)
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/obj/Destroy(force=FALSE)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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. = ..()
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/obj/proc/setAnchored(anchorvalue)
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SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
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anchored = anchorvalue
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE)
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..()
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if(obj_flags & FROZEN)
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visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
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qdel(src)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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ui_interact(M)
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if(issilicon(usr) || IsAdminGhost(usr))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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ui_interact(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(TK))
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is_in_use = TRUE
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ui_interact(usr)
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if (is_in_use)
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obj_flags |= IN_USE
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else
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obj_flags &= ~IN_USE
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/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
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// Check that people are actually using the machine. If not, don't update anymore.
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if(obj_flags & IN_USE)
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var/is_in_use = FALSE
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if(update_viewers)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = FALSE
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if(update_ais)
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ai_in_use = AutoUpdateAI(src)
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if(update_viewers && update_ais) //State change is sure only if we check both
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if(!ai_in_use && !is_in_use)
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obj_flags &= ~IN_USE
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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ui_interact(user)
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/obj/proc/container_resist(mob/living/user)
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return
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.obj_flags |= IN_USE
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/singularity_pull(S, current_size)
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..()
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_dumping_location(datum/component/storage/source,mob/user)
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return get_turf(src)
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/obj/proc/CanAStarPass()
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. = !density
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/obj/proc/check_uplink_validity()
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return 1
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
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/obj/vv_do_topic(list/href_list)
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if(!(. = ..()))
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return
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if(href_list[VV_HK_OSAY])
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if(check_rights(R_FUN, FALSE))
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usr.client.object_say(src)
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if(href_list[VV_HK_ARMOR_MOD])
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var/list/pickerlist = list()
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var/list/armorlist = armor.getList()
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for (var/i in armorlist)
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pickerlist += list(list("value" = armorlist[i], "name" = i))
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var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
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if (islist(result))
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if (result["button"] != 2) // If the user pressed the cancel button
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// text2num conveniently returns a null on invalid values
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armor = armor.setRating(melee = text2num(result["values"]["melee"]),\
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bullet = text2num(result["values"]["bullet"]),\
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laser = text2num(result["values"]["laser"]),\
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energy = text2num(result["values"]["energy"]),\
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bomb = text2num(result["values"]["bomb"]),\
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bio = text2num(result["values"]["bio"]),\
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rad = text2num(result["values"]["rad"]),\
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fire = text2num(result["values"]["fire"]),\
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acid = text2num(result["values"]["acid"]))
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log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
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message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]</span>")
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(check_rights(R_DEBUG|R_SERVER))
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var/action_type = alert("Strict type ([type]) or type and all subtypes?",,"Strict type","Type and subtypes","Cancel")
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if(action_type == "Cancel" || !action_type)
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return
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if(alert("Are you really sure you want to delete all objects of type [type]?",,"Yes","No") != "Yes")
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return
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if(alert("Second confirmation required. Delete?",,"Yes","No") != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) </span>")
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
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/obj/examine(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && !current_skin)
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
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reskin_obj(user)
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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to_chat(M, "<b>Reskin options for [name]:</b>")
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for(var/V in unique_reskin)
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var/output = icon2html(src, M, unique_reskin[V])
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to_chat(M, "[V]: <span class='reallybig'>[output]</span>")
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var/choice = input(M,"Warning, you can only reskin [src] once!","Reskin Object") as null|anything in sortList(unique_reskin)
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if(!QDELETED(src) && choice && !current_skin && !M.incapacitated() && in_range(M,src))
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if(!unique_reskin[choice])
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return
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current_skin = choice
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icon_state = unique_reskin[choice]
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to_chat(M, "[src] is now skinned as '[choice].'")
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/obj/analyzer_act(mob/living/user, obj/item/I)
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if(atmosanalyzer_scan(user, src))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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// Should move all contained objects to it's location.
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/obj/proc/dump_contents()
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CRASH("Unimplemented.")
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/obj/handle_ricochet(obj/projectile/P)
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. = ..()
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if(. && ricochet_damage_mod)
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take_damage(P.damage * ricochet_damage_mod, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along ricochet_damage_mod damage to the structure for the ricochet
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