mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-06 06:40:42 +01:00
4d6a8bc537
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
206 lines
6.7 KiB
Plaintext
206 lines
6.7 KiB
Plaintext
#define BOOKCASE_UNANCHORED 0
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#define BOOKCASE_ANCHORED 1
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#define BOOKCASE_FINISHED 2
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "bookempty"
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desc = "A great place for storing knowledge."
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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resistance_flags = FLAMMABLE
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max_integrity = 200
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 0)
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var/state = BOOKCASE_UNANCHORED
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/// When enabled, books_to_load number of random books will be generated for this bookcase
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var/load_random_books = FALSE
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/// The category of books to pick from when populating random books.
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var/random_category = null
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/// How many random books to generate.
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var/books_to_load = 0
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/obj/structure/bookcase/Initialize(mapload)
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. = ..()
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if(!mapload || QDELETED(src))
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return
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// Only mapload from here on
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set_anchored(TRUE)
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state = BOOKCASE_FINISHED
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for(var/obj/item/I in loc)
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if(!isbook(I))
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continue
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I.forceMove(src)
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update_appearance()
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if(SSlibrary.initialized)
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INVOKE_ASYNC(src, PROC_REF(load_shelf))
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else
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SSlibrary.shelves_to_load += src
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///Loads the shelf, both by allowing it to generate random items, and by adding its contents to a list used by library machines
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/obj/structure/bookcase/proc/load_shelf()
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//Loads a random selection of books in from the db, adds a copy of their info to a global list
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//To send to library consoles as a starting inventory
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if(load_random_books)
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create_random_books(books_to_load, src, FALSE, random_category)
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update_appearance() //Make sure you look proper
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var/area/our_area = get_area(src)
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var/area_type = our_area.type //Save me from the dark
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if(!SSlibrary.books_by_area[area_type])
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SSlibrary.books_by_area[area_type] = list()
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//Time to populate that list
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var/list/books_in_area = SSlibrary.books_by_area[area_type]
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for(var/obj/item/book/book in contents)
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var/datum/book_info/info = book.book_data
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books_in_area += info.return_copy()
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/obj/structure/bookcase/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
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else
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. += span_notice("It's secured in place with <b>bolts</b>.")
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switch(state)
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if(BOOKCASE_UNANCHORED)
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. += span_notice("There's a <b>small crack</b> visible on the back panel.")
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if(BOOKCASE_ANCHORED)
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. += span_notice("There's space inside for a <i>wooden</i> shelf.")
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if(BOOKCASE_FINISHED)
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. += span_notice("There's a <b>small crack</b> visible on the shelf.")
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/obj/structure/bookcase/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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state = anchorvalue
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if(!anchorvalue) //in case we were vareditted or uprooted by a hostile mob, ensure we drop all our books instead of having them disappear till we're rebuild.
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var/atom/Tsec = drop_location()
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for(var/obj/I in contents)
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if(!isbook(I))
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continue
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I.forceMove(Tsec)
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update_appearance()
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/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
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switch(state)
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if(BOOKCASE_UNANCHORED)
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if(I.tool_behaviour == TOOL_WRENCH)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You wrench the frame into place."))
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set_anchored(TRUE)
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You pry the frame apart."))
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deconstruct(TRUE)
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if(BOOKCASE_ANCHORED)
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.get_amount() >= 2)
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W.use(2)
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to_chat(user, span_notice("You add a shelf."))
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state = BOOKCASE_FINISHED
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update_appearance()
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else if(I.tool_behaviour == TOOL_WRENCH)
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You unwrench the frame."))
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set_anchored(FALSE)
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if(BOOKCASE_FINISHED)
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if(isbook(I))
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if(!user.transferItemToLoc(I, src))
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return
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update_appearance()
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else if(atom_storage)
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for(var/obj/item/T in I.contents)
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if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
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atom_storage.attempt_remove(T, src)
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to_chat(user, span_notice("You empty \the [I] into \the [src]."))
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update_appearance()
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else if(istype(I, /obj/item/pen))
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if(!user.canUseTopic(src, be_close = TRUE) || !user.can_write(I))
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return
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var/newname = tgui_input_text(user, "What would you like to title this bookshelf?", "Bookshelf Renaming", max_length = MAX_NAME_LEN)
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if(!user.canUseTopic(src, be_close = TRUE) || !user.can_write(I))
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return
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if(!newname)
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return
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else
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name = "bookcase ([sanitize(newname)])"
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(length(contents))
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to_chat(user, span_warning("You need to remove the books first!"))
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else
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You pry the shelf out."))
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new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
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state = BOOKCASE_ANCHORED
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update_appearance()
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else
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return ..()
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/obj/structure/bookcase/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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if(!istype(user))
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return
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if(!length(contents))
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return
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var/obj/item/book/choice = tgui_input_list(user, "Book to remove from the shelf", "Remove Book", sort_names(contents.Copy()))
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if(isnull(choice))
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return
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if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
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return
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if(ishuman(user))
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if(!user.get_active_held_item())
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user.put_in_hands(choice)
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else
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choice.forceMove(drop_location())
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update_appearance()
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/obj/structure/bookcase/deconstruct(disassembled = TRUE)
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var/atom/Tsec = drop_location()
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new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
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for(var/obj/item/I in contents)
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if(!isbook(I)) //Wake me up inside
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continue
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I.forceMove(Tsec)
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return ..()
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/obj/structure/bookcase/update_icon_state()
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if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
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icon_state = "bookempty"
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return ..()
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var/amount = length(contents)
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icon_state = "book-[clamp(amount, 0, 5)]"
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return ..()
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/obj/structure/bookcase/manuals/engineering
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name = "engineering manuals bookcase"
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/obj/structure/bookcase/manuals/engineering/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/engineering_construction(src)
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new /obj/item/book/manual/wiki/engineering_hacking(src)
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new /obj/item/book/manual/wiki/engineering_guide(src)
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new /obj/item/book/manual/wiki/robotics_cyborgs(src)
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update_appearance()
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/obj/structure/bookcase/manuals/research_and_development
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name = "\improper R&D manuals bookcase"
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/obj/structure/bookcase/manuals/research_and_development/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/research_and_development(src)
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update_appearance()
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#undef BOOKCASE_UNANCHORED
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#undef BOOKCASE_ANCHORED
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#undef BOOKCASE_FINISHED
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