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* Enforce preserving parent proc return values across ui_act call stacks (#53964) All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal. * Enforce preserving parent proc return values across ui_act call stacks Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
224 lines
9.6 KiB
Plaintext
224 lines
9.6 KiB
Plaintext
#define MAX_EMAG_ROCKETS 5
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#define BEACON_COST 500
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#define SP_LINKED 1
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#define SP_READY 2
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#define SP_LAUNCH 3
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#define SP_UNLINK 4
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#define SP_UNREADY 5
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/obj/machinery/computer/cargo/express
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name = "express supply console"
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desc = "This console allows the user to purchase a package \
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with 1/40th of the delivery time: made possible by NanoTrasen's new \"1500mm Orbital Railgun\".\
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All sales are near instantaneous - please choose carefully"
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icon_screen = "supply_express"
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circuit = /obj/item/circuitboard/computer/cargo/express
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blockade_warning = "Bluespace instability detected. Delivery impossible."
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req_access = list(ACCESS_QM)
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var/message
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var/printed_beacons = 0 //number of beacons printed. Used to determine beacon names.
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var/list/meme_pack_data
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var/obj/item/supplypod_beacon/beacon //the linked supplypod beacon
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var/area/landingzone = /area/quartermaster/storage //where we droppin boys
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var/podType = /obj/structure/closet/supplypod
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var/cooldown = 0 //cooldown to prevent printing supplypod beacon spam
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var/locked = TRUE //is the console locked? unlock with ID
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var/usingBeacon = FALSE //is the console in beacon mode? exists to let beacon know when a pod may come in
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/obj/machinery/computer/cargo/express/Initialize()
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. = ..()
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packin_up()
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/obj/machinery/computer/cargo/express/Destroy()
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if(beacon)
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beacon.unlink_console()
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return ..()
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/obj/machinery/computer/cargo/express/attackby(obj/item/W, mob/living/user, params)
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if(W.GetID() && allowed(user))
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locked = !locked
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to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the interface.</span>")
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return
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else if(istype(W, /obj/item/disk/cargo/bluespace_pod))
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podType = /obj/structure/closet/supplypod/bluespacepod//doesnt effect circuit board, making reversal possible
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to_chat(user, "<span class='notice'>You insert the disk into [src], allowing for advanced supply delivery vehicles.</span>")
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qdel(W)
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return TRUE
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else if(istype(W, /obj/item/supplypod_beacon))
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var/obj/item/supplypod_beacon/sb = W
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if (sb.express_console != src)
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sb.link_console(src, user)
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return TRUE
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else
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to_chat(user, "<span class='alert'>[src] is already linked to [sb].</span>")
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..()
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/obj/machinery/computer/cargo/express/emag_act(mob/living/user)
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if(obj_flags & EMAGGED)
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return
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if(user)
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user.visible_message("<span class='warning'>[user] swipes a suspicious card through [src]!</span>",
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"<span class='notice'>You change the routing protocols, allowing the Supply Pod to land anywhere on the station.</span>")
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obj_flags |= EMAGGED
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// This also sets this on the circuit board
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var/obj/item/circuitboard/computer/cargo/board = circuit
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board.obj_flags |= EMAGGED
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packin_up()
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/obj/machinery/computer/cargo/express/proc/packin_up() // oh shit, I'm sorry
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meme_pack_data = list() // sorry for what?
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for(var/pack in SSshuttle.supply_packs) // our quartermaster taught us not to be ashamed of our supply packs
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var/datum/supply_pack/P = SSshuttle.supply_packs[pack] // specially since they're such a good price and all
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if(!meme_pack_data[P.group]) // yeah, I see that, your quartermaster gave you good advice
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meme_pack_data[P.group] = list( // it gets cheaper when I return it
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"name" = P.group, // mmhm
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"packs" = list() // sometimes, I return it so much, I rip the manifest
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) // see, my quartermaster taught me a few things too
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if((P.hidden) || (P.special)) // like, how not to rip the manifest
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continue// by using someone else's crate
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if(!(obj_flags & EMAGGED) && P.contraband) // will you show me?
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continue // i'd be right happy to
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meme_pack_data[P.group]["packs"] += list(list(
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"name" = P.name,
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"cost" = P.cost,
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"id" = pack,
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"desc" = P.desc || P.name // If there is a description, use it. Otherwise use the pack's name.
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))
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/obj/machinery/computer/cargo/express/ui_interact(mob/living/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, "CargoExpress", name)
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ui.open()
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/obj/machinery/computer/cargo/express/ui_data(mob/user)
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var/canBeacon = beacon && (isturf(beacon.loc) || ismob(beacon.loc))//is the beacon in a valid location?
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var/list/data = list()
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var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
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if(D)
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data["points"] = D.account_balance
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data["locked"] = locked//swipe an ID to unlock
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data["siliconUser"] = user.has_unlimited_silicon_privilege
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data["beaconzone"] = beacon ? get_area(beacon) : ""//where is the beacon located? outputs in the tgui
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data["usingBeacon"] = usingBeacon //is the mode set to deliver to the beacon or the cargobay?
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data["canBeacon"] = !usingBeacon || canBeacon //is the mode set to beacon delivery, and is the beacon in a valid location?
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data["canBuyBeacon"] = cooldown <= 0 && D.account_balance >= BEACON_COST
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data["beaconError"] = usingBeacon && !canBeacon ? "(BEACON ERROR)" : ""//changes button text to include an error alert if necessary
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data["hasBeacon"] = beacon != null//is there a linked beacon?
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data["beaconName"] = beacon ? beacon.name : "No Beacon Found"
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data["printMsg"] = cooldown > 0 ? "Print Beacon for [BEACON_COST] credits ([cooldown])" : "Print Beacon for [BEACON_COST] credits"//buttontext for printing beacons
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data["supplies"] = list()
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message = "Sales are near-instantaneous - please choose carefully."
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if(SSshuttle.supplyBlocked)
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message = blockade_warning
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if(usingBeacon && !beacon)
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message = "BEACON ERROR: BEACON MISSING"//beacon was destroyed
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else if (usingBeacon && !canBeacon)
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message = "BEACON ERROR: MUST BE EXPOSED"//beacon's loc/user's loc must be a turf
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if(obj_flags & EMAGGED)
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message = "(&!#@ERROR: ROUTING_#PROTOCOL MALF(*CT#ON. $UG%ESTE@ ACT#0N: !^/PULS3-%E)ET CIR*)ITB%ARD."
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data["message"] = message
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if(!meme_pack_data)
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packin_up()
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stack_trace("You didn't give the cargo tech good advice, and he ripped the manifest. As a result, there was no pack data for [src]")
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data["supplies"] = meme_pack_data
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if (cooldown > 0)//cooldown used for printing beacons
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cooldown--
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return data
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/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
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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("LZCargo")
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usingBeacon = FALSE
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if (beacon)
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beacon.update_status(SP_UNREADY) //ready light on beacon will turn off
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if("LZBeacon")
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usingBeacon = TRUE
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if (beacon)
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beacon.update_status(SP_READY) //turns on the beacon's ready light
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if("printBeacon")
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var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
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if(D)
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if(D.adjust_money(-BEACON_COST))
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cooldown = 10//a ~ten second cooldown for printing beacons to prevent spam
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var/obj/item/supplypod_beacon/C = new /obj/item/supplypod_beacon(drop_location())
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C.link_console(src, usr)//rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
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printed_beacons++//printed_beacons starts at 0, so the first one out will be called beacon # 1
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beacon.name = "Supply Pod Beacon #[printed_beacons]"
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if("add")//Generate Supply Order first
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if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_EXPRESSPOD_CONSOLE))
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say("Railgun recalibrating. Stand by.")
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return
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var/id = text2path(params["id"])
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var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
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if(!istype(pack))
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return
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var/name = "*None Provided*"
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var/rank = "*None Provided*"
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var/ckey = usr.ckey
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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name = H.get_authentification_name()
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rank = H.get_assignment(hand_first = TRUE)
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else if(issilicon(usr))
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name = usr.real_name
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rank = "Silicon"
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var/reason = ""
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var/list/empty_turfs
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var/datum/supply_order/SO = new(pack, name, rank, ckey, reason)
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var/points_to_check
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var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
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if(D)
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points_to_check = D.account_balance
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if(!(obj_flags & EMAGGED))
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if(SO.pack.cost <= points_to_check)
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var/LZ
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if (istype(beacon) && usingBeacon)//prioritize beacons over landing in cargobay
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LZ = get_turf(beacon)
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beacon.update_status(SP_LAUNCH)
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else if (!usingBeacon)//find a suitable supplypod landing zone in cargobay
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landingzone = GLOB.areas_by_type[/area/quartermaster/storage]
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if (!landingzone)
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WARNING("[src] couldnt find a Quartermaster/Storage (aka cargobay) area on the station, and as such it has set the supplypod landingzone to the area it resides in.")
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landingzone = get_area(src)
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for(var/turf/open/floor/T in landingzone.contents)//uses default landing zone
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if(T.is_blocked_turf())
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continue
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LAZYADD(empty_turfs, T)
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CHECK_TICK
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if(empty_turfs && empty_turfs.len)
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LZ = pick(empty_turfs)
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if (SO.pack.cost <= points_to_check && LZ)//we need to call the cost check again because of the CHECK_TICK call
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 5 SECONDS)
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D.adjust_money(-SO.pack.cost)
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new /obj/effect/pod_landingzone(LZ, podType, SO)
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. = TRUE
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update_icon()
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else
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if(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS) <= points_to_check) // bulk discount :^)
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landingzone = GLOB.areas_by_type[pick(GLOB.the_station_areas)] //override default landing zone
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for(var/turf/open/floor/T in landingzone.contents)
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if(T.is_blocked_turf())
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continue
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LAZYADD(empty_turfs, T)
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CHECK_TICK
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if(empty_turfs && empty_turfs.len)
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 10 SECONDS)
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D.adjust_money(-(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS)))
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SO.generateRequisition(get_turf(src))
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for(var/i in 1 to MAX_EMAG_ROCKETS)
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var/LZ = pick(empty_turfs)
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LAZYREMOVE(empty_turfs, LZ)
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new /obj/effect/pod_landingzone(LZ, podType, SO)
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. = TRUE
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update_icon()
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CHECK_TICK
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