mirror of
https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
311 lines
10 KiB
Plaintext
311 lines
10 KiB
Plaintext
/obj/item/mod/construction
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desc = "A part used in MOD construction."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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inhand_icon_state = "rack_parts"
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/obj/item/mod/construction/helmet
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name = "MOD helmet"
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icon_state = "helmet"
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/obj/item/mod/construction/helmet/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/chestplate
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name = "MOD chestplate"
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icon_state = "chestplate"
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/obj/item/mod/construction/chestplate/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/gauntlets
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name = "MOD gauntlets"
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icon_state = "gauntlets"
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/obj/item/mod/construction/gauntlets/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/boots
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name = "MOD boots"
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icon_state = "boots"
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/obj/item/mod/construction/boots/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/broken_core
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name = "broken MOD core"
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icon_state = "mod-core"
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desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
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/obj/item/mod/construction/broken_core/examine(mob/user)
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. = ..()
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. += span_notice("You could repair it with a <b>screwdriver</b>...")
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/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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balloon_alert(user, "repairing...")
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if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
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balloon_alert(user, "interrupted!")
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return
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new /obj/item/mod/core/standard(drop_location())
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qdel(src)
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/obj/item/mod/construction/lavalandcore
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name = "plasma flower"
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icon_state = "plasma-flower"
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desc = "A strange flower from the desolate wastes of lavaland. It pulses with a bright purple glow. \
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Its shape is remarkably similar to that of a MOD core."
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light_system = OVERLAY_LIGHT
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light_color = "#cc00cc"
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light_range = 2.5
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light_power = 1.5
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/obj/item/mod/construction/lavalandcore/examine(mob/user)
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. = ..()
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. += span_notice("You could probably attach some <b>wires</b> to it...")
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/obj/item/mod/construction/lavalandcore/attackby(obj/item/weapon, mob/user, list/modifiers)
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if(!istype(weapon, /obj/item/stack/cable_coil))
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return ..()
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if(!weapon.tool_start_check(user, amount=2))
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return
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balloon_alert(user, "installing wires...")
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if(!weapon.use_tool(src, user, 5 SECONDS, amount = 2, volume = 30))
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balloon_alert(user, "interrupted!")
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return
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new /obj/item/mod/core/plasma/lavaland(drop_location())
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qdel(src)
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/obj/item/mod/construction/plating
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name = "MOD external plating"
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desc = "External plating used to finish a MOD control unit."
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icon_state = "standard-plating"
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var/datum/mod_theme/theme = /datum/mod_theme
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/obj/item/mod/construction/plating/Initialize(mapload)
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. = ..()
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var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
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name = "MOD [used_theme.name] external plating"
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desc = "[desc] [used_theme.desc]"
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icon_state = "[used_theme.default_skin]-plating"
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/obj/item/mod/construction/plating/civilian
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theme = /datum/mod_theme/civilian
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/obj/item/mod/construction/plating/engineering
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theme = /datum/mod_theme/engineering
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/obj/item/mod/construction/plating/atmospheric
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theme = /datum/mod_theme/atmospheric
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/obj/item/mod/construction/plating/medical
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theme = /datum/mod_theme/medical
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/obj/item/mod/construction/plating/security
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theme = /datum/mod_theme/security
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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#define START_STEP "start"
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#define CORE_STEP "core"
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#define SCREWED_CORE_STEP "screwed_core"
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#define HELMET_STEP "helmet"
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#define CHESTPLATE_STEP "chestplate"
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#define GAUNTLETS_STEP "gauntlets"
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#define BOOTS_STEP "boots"
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#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
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#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
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/obj/item/mod/construction/shell
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name = "MOD shell"
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icon_state = "mod-construction_start"
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desc = "A MOD shell."
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var/obj/item/core
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var/obj/item/helmet
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var/obj/item/chestplate
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var/obj/item/gauntlets
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var/obj/item/boots
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var/step = START_STEP
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/obj/item/mod/construction/shell/examine(mob/user)
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. = ..()
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var/display_text
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switch(step)
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if(START_STEP)
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display_text = "It looks like it's missing a <b>MOD core</b>..."
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if(CORE_STEP)
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display_text = "The core seems <b>loose</b>..."
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if(SCREWED_CORE_STEP)
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display_text = "It looks like it's missing a <b>helmet</b>..."
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if(HELMET_STEP)
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display_text = "It looks like it's missing a <b>chestplate</b>..."
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if(CHESTPLATE_STEP)
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display_text = "It looks like it's missing <b>gauntlets</b>..."
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if(GAUNTLETS_STEP)
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display_text = "It looks like it's missing <b>boots</b>..."
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if(BOOTS_STEP)
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display_text = "The assembly seems <b>unsecured</b>..."
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if(WRENCHED_ASSEMBLY_STEP)
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display_text = "The assembly seems <b>loose</b>..."
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if(SCREWED_ASSEMBLY_STEP)
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display_text = "All it's missing is <b>external plating</b>..."
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. += span_notice(display_text)
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/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, list/modifiers)
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. = ..()
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switch(step)
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if(START_STEP)
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if(!istype(part, /obj/item/mod/core))
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return
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "core inserted")
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core = part
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step = CORE_STEP
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if(CORE_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core screwed")
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step = SCREWED_CORE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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core.forceMove(drop_location())
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balloon_alert(user, "core taken out")
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step = START_STEP
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if(SCREWED_CORE_STEP)
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if(istype(part, /obj/item/mod/construction/helmet)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "helmet added")
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helmet = part
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step = HELMET_STEP
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core unscrewed")
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step = CORE_STEP
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if(HELMET_STEP)
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if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "chestplate added")
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chestplate = part
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step = CHESTPLATE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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helmet.forceMove(drop_location())
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balloon_alert(user, "helmet removed")
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helmet = null
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step = SCREWED_CORE_STEP
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if(CHESTPLATE_STEP)
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if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "gauntlets added")
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gauntlets = part
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step = GAUNTLETS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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chestplate.forceMove(drop_location())
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balloon_alert(user, "chestplate removed")
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chestplate = null
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step = HELMET_STEP
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if(GAUNTLETS_STEP)
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if(istype(part, /obj/item/mod/construction/boots)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "boots added")
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boots = part
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step = BOOTS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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gauntlets.forceMove(drop_location())
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balloon_alert(user, "gauntlets removed")
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gauntlets = null
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step = CHESTPLATE_STEP
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if(BOOTS_STEP)
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if(part.tool_behaviour == TOOL_WRENCH) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly secured")
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step = WRENCHED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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boots.forceMove(drop_location())
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balloon_alert(user, "boots removed")
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boots = null
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step = GAUNTLETS_STEP
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if(WRENCHED_ASSEMBLY_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly screwed")
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step = SCREWED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unsecured")
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step = BOOTS_STEP
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if(SCREWED_ASSEMBLY_STEP)
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if(istype(part, /obj/item/mod/construction/plating)) //Construct
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var/obj/item/mod/construction/plating/external_plating = part
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "it's stuck!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
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core = null
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qdel(src)
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user.put_in_hands(mod)
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mod.balloon_alert(user, "unit finished")
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unscrewed")
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step = SCREWED_ASSEMBLY_STEP
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update_icon_state()
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/obj/item/mod/construction/shell/update_icon_state()
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. = ..()
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icon_state = "mod-construction_[step]"
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/obj/item/mod/construction/shell/Destroy()
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QDEL_NULL(core)
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QDEL_NULL(helmet)
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QDEL_NULL(chestplate)
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QDEL_NULL(gauntlets)
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QDEL_NULL(boots)
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return ..()
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/obj/item/mod/construction/shell/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == core)
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core = null
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if(gone == helmet)
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helmet = null
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if(gone == chestplate)
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chestplate = null
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if(gone == gauntlets)
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gauntlets = null
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if(gone == boots)
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boots = null
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#undef START_STEP
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#undef CORE_STEP
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#undef SCREWED_CORE_STEP
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#undef HELMET_STEP
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#undef CHESTPLATE_STEP
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#undef GAUNTLETS_STEP
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#undef BOOTS_STEP
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#undef WRENCHED_ASSEMBLY_STEP
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#undef SCREWED_ASSEMBLY_STEP
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