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Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑
206 lines
6.9 KiB
Plaintext
206 lines
6.9 KiB
Plaintext
/* Filing cabinets!
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* Contains:
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* Filing Cabinets
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* Security Record Cabinets
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* Medical Record Cabinets
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* Employment Contract Cabinets
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*/
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/*
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* Filing Cabinets
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*/
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/obj/structure/filingcabinet
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name = "filing cabinet"
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desc = "A large cabinet with drawers."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "filingcabinet"
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density = TRUE
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anchored = TRUE
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/obj/structure/filingcabinet/chestdrawer
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name = "chest drawer"
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icon_state = "chestdrawer"
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/obj/structure/filingcabinet/chestdrawer/wheeled
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name = "rolling chest drawer"
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desc = "A small cabinet with drawers. This one has wheels!"
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anchored = FALSE
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/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
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icon_state = "tallcabinet"
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/obj/structure/filingcabinet/Initialize(mapload)
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. = ..()
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if(mapload)
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for(var/obj/item/I in loc)
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if(I.w_class < WEIGHT_CLASS_NORMAL) //there probably shouldn't be anything placed ontop of filing cabinets in a map that isn't meant to go in them
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I.forceMove(src)
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/obj/structure/filingcabinet/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 2)
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for(var/obj/item/obj in src)
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obj.forceMove(loc)
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/obj/structure/filingcabinet/attackby(obj/item/P, mob/living/user, params)
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var/list/modifiers = params2list(params)
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if(P.tool_behaviour == TOOL_WRENCH && LAZYACCESS(modifiers, RIGHT_CLICK))
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to_chat(user, span_notice("You begin to [anchored ? "unwrench" : "wrench"] [src]."))
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You successfully [anchored ? "unwrench" : "wrench"] [src]."))
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set_anchored(!anchored)
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else if(P.w_class < WEIGHT_CLASS_NORMAL)
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if(!user.transferItemToLoc(P, src))
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return
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to_chat(user, span_notice("You put [P] in [src]."))
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icon_state = "[initial(icon_state)]-open"
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sleep(0.5 SECONDS)
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icon_state = initial(icon_state)
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else if(!user.combat_mode || (P.item_flags & NOBLUDGEON))
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to_chat(user, span_warning("You can't put [P] in [src]!"))
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else
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return ..()
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/obj/structure/filingcabinet/attack_hand(mob/living/carbon/user, list/modifiers)
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. = ..()
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ui_interact(user)
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/obj/structure/filingcabinet/ui_interact(mob/user, datum/tgui/ui)
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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, "FilingCabinet")
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ui.open()
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/obj/structure/filingcabinet/ui_data(mob/user)
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var/list/data = list()
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data["cabinet_name"] = "[name]"
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data["contents"] = list()
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data["contents_ref"] = list()
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for(var/obj/item/content in src)
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data["contents"] += "[content]"
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data["contents_ref"] += "[REF(content)]"
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return data
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/obj/structure/filingcabinet/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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// Take the object out
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if("remove_object")
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var/obj/item/content = locate(params["ref"]) in src
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if(istype(content) && in_range(src, usr))
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usr.put_in_hands(content)
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icon_state = "[initial(icon_state)]-open"
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addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), 0.5 SECONDS)
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return TRUE
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/obj/structure/filingcabinet/attack_tk(mob/user)
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if(anchored)
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return attack_self_tk(user)
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return ..()
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/obj/structure/filingcabinet/attack_self_tk(mob/user)
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. = ITEM_INTERACT_BLOCKING
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if(contents.len)
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if(prob(40 + contents.len * 5))
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var/obj/item/I = pick(contents)
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I.forceMove(loc)
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if(prob(25))
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step_rand(I)
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to_chat(user, span_notice("You pull \a [I] out of [src] at random."))
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return
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to_chat(user, span_notice("You find nothing in [src]."))
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/*
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* Security Record Cabinets
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*/
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/obj/structure/filingcabinet/security
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var/virgin = TRUE
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/obj/structure/filingcabinet/security/proc/populate()
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if(!virgin)
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return
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for(var/datum/record/crew/target in GLOB.manifest.general)
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var/obj/item/paper/rapsheet = target.get_rapsheet()
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rapsheet.forceMove(src)
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virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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/obj/structure/filingcabinet/security/attack_hand(mob/user, list/modifiers)
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populate()
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return ..()
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/obj/structure/filingcabinet/security/attack_tk()
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populate()
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return ..()
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/*
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* Medical Record Cabinets
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*/
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/obj/structure/filingcabinet/medical
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///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
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var/virgin = TRUE
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/obj/structure/filingcabinet/medical/proc/populate()
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if(!virgin)
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return
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for(var/datum/record/crew/record in GLOB.manifest.general)
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var/obj/item/paper/med_record_paper = new /obj/item/paper(src)
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var/med_record_text = "<CENTER><B>Medical Record</B></CENTER><BR>"
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med_record_text += "Name: [record.name] Rank: [record.rank]<BR>\nGender: [record.gender]<BR>\nAge: [record.age]<BR>"
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med_record_text += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [record.blood_type]<BR>\nDNA: [record.dna_string]<BR>\n<BR>\nPhysical Status: [record.physical_status]<BR>\nMental Status: [record.mental_status]<BR>\nMinor Disabilities: [record.minor_disabilities]<BR>\nDetails: [record.minor_disabilities_desc]<BR>\n<BR>\nMajor Disabilities: [record.major_disabilities]<BR>\nDetails: [record.major_disabilities_desc]<BR>\n<BR>\nImportant Notes:<BR>\n\t[record.medical_notes]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
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med_record_text += "</TT>"
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med_record_paper.add_raw_text(med_record_text)
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med_record_paper.name = "paper - '[record.name]'"
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med_record_paper.update_appearance()
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virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/filingcabinet/medical/attack_hand(mob/user, list/modifiers)
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populate()
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return ..()
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/obj/structure/filingcabinet/medical/attack_tk()
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populate()
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return ..()
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/*
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* Employment contract Cabinets
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*/
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GLOBAL_LIST_EMPTY(employmentCabinets)
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/obj/structure/filingcabinet/employment
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icon_state = "employmentcabinet"
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///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
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var/virgin = TRUE
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/obj/structure/filingcabinet/employment/Initialize(mapload)
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. = ..()
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GLOB.employmentCabinets += src
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/obj/structure/filingcabinet/employment/Destroy()
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GLOB.employmentCabinets -= src
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return ..()
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/obj/structure/filingcabinet/employment/proc/fillCurrent()
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//This proc fills the cabinet with the current crew.
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for(var/datum/record/locked/target in GLOB.manifest.locked)
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var/datum/mind/filed_mind = target.mind_ref.resolve()
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if(filed_mind && ishuman(filed_mind.current))
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addFile(filed_mind.current)
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/obj/structure/filingcabinet/employment/proc/addFile(mob/living/carbon/human/employee)
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new /obj/item/paper/employment_contract(src, employee.mind.name)
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/obj/structure/filingcabinet/employment/interact(mob/user)
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if(virgin)
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fillCurrent()
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virgin = FALSE
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return ..()
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