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* mech bustin update 2022 (#70891) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Adds a huge ass crowbar to robotics (the mech removal tool), it deals 5 damage unwielded, or 19 wielded. (should be fine, considering robotics also has the easiest access to the materials needed for a chainsaw) You can use it while wielded on mechs to break the occupants out. This takes 5 seconds (or 3 in an unenclosed mech like a ripley) When you die in a mech you no longer automatically get ejected. refactors fire axe cabinets to support more items than the fireaxe makes some vehicle code better closes #70845 (you can still enter a mech without limbs, i think thats fine because you can use it to protect yourself from death in a dangerous situation or something until someone breaks you out with the really large crowbar) video: https://streamable.com/x4gom2 ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> robotics having a giant ass crowbar to break people out of mechs seems like a fun idea you currently cant exit a mech if youre incapacitated inside it unless you DIE ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 Fikou, sprites by Halcyon refactor: fire axe cabinets support items that aren't fire axes balance: mechs no longer eject you when you die in them add: Adds a giant crowbar to robotics, it can break open mechs to eject their pilots. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * mech bustin update 2022 * vr for the love of god Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
193 lines
5.7 KiB
Plaintext
193 lines
5.7 KiB
Plaintext
/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
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max_integrity = 150
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integrity_failure = 0.33
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/// Do we need to be unlocked to be opened.
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var/locked = TRUE
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/// Are we opened, can someone take the held item out.
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var/open = FALSE
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/// The item we're holding.
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var/obj/item/held_item
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/// The path of the item we spawn and can hold.
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var/item_path = /obj/item/fireaxe
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/// Overlay we get when the item is inside us.
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var/item_overlay = "axe"
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
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/obj/structure/fireaxecabinet/Initialize(mapload)
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. = ..()
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held_item = new item_path(src)
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update_appearance()
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/obj/structure/fireaxecabinet/Destroy()
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if(held_item)
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QDEL_NULL(held_item)
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return ..()
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/obj/structure/fireaxecabinet/attackby(obj/item/attacking_item, mob/living/user, params)
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if(iscyborg(user) || attacking_item.tool_behaviour == TOOL_MULTITOOL)
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toggle_lock(user)
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else if(attacking_item.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
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if(atom_integrity < max_integrity)
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if(!attacking_item.tool_start_check(user, amount = 2))
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return
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balloon_alert(user, "repairing...")
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if(attacking_item.use_tool(src, user, 4 SECONDS, volume= 50, amount = 2))
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repair_damage(max_integrity - get_integrity())
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update_appearance()
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balloon_alert(user, "repaired")
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else
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balloon_alert(user, "already repaired!")
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return
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else if(istype(attacking_item, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/glass_stack = attacking_item
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if(glass_stack.get_amount() < 2)
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balloon_alert(user, "need more glass!")
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return
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balloon_alert(user, "repairing")
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if(do_after(user, 2 SECONDS, target = src) && glass_stack.use(2))
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broken = FALSE
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repair_damage(max_integrity - get_integrity())
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update_appearance()
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else if(open || broken)
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if(istype(attacking_item, item_path) && !held_item)
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if(HAS_TRAIT(attacking_item, TRAIT_WIELDED))
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balloon_alert(user, "unwield it!")
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return
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if(!user.transferItemToLoc(attacking_item, src))
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return
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held_item = attacking_item
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update_appearance()
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return
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else if(!broken)
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toggle_open()
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else
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return ..()
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/obj/structure/fireaxecabinet/Exited(atom/movable/gone, direction)
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if(gone == held_item)
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held_item = null
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update_appearance()
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return ..()
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/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(broken)
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playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
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else
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playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir)
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if(open)
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return
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. = ..()
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if(.)
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update_appearance()
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/obj/structure/fireaxecabinet/atom_break(damage_flag)
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. = ..()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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update_appearance()
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broken = TRUE
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playsound(src, 'sound/effects/glassbr3.ogg', 100, TRUE)
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new /obj/item/shard(loc)
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new /obj/item/shard(loc)
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/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/stack/sheet/iron(loc, 2)
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qdel(src)
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/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
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if(held_item)
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held_item.forceMove(loc)
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qdel(src)
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/obj/structure/fireaxecabinet/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if((open || broken) && held_item)
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user.put_in_hands(held_item)
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add_fingerprint(user)
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update_appearance()
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return
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toggle_open(user)
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/obj/structure/fireaxecabinet/attack_hand_secondary(mob/user, list/modifiers)
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toggle_open(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/fireaxecabinet/attack_paw(mob/living/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/fireaxecabinet/attack_ai(mob/user)
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toggle_lock(user)
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return
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/obj/structure/fireaxecabinet/attack_tk(mob/user)
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. = COMPONENT_CANCEL_ATTACK_CHAIN
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toggle_open(user)
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/obj/structure/fireaxecabinet/update_overlays()
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. = ..()
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if(held_item)
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. += item_overlay
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if(open)
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. += "glass_raised"
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return
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var/hp_percent = atom_integrity/max_integrity * 100
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if(broken)
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. += "glass4"
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else
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switch(hp_percent)
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if(-INFINITY to 40)
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. += "glass3"
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if(40 to 60)
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. += "glass2"
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if(60 to 80)
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. += "glass1"
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if(80 to INFINITY)
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. += "glass"
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. += locked ? "locked" : "unlocked"
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/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
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to_chat(user, span_notice("Resetting circuitry..."))
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playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
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if(do_after(user, 2 SECONDS, target = src))
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to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
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locked = !locked
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update_appearance()
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/obj/structure/fireaxecabinet/proc/toggle_open(mob/user)
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if(locked)
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balloon_alert(user, "won't budge!")
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return
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else
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open = !open
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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update_appearance()
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return
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/obj/structure/fireaxecabinet/mechremoval
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name = "mech removal tool cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the tool. As if."
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icon_state = "mechremoval"
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item_path = /obj/item/crowbar/mechremoval
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item_overlay = "crowbar"
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/mechremoval, 32)
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