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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
246 lines
7.0 KiB
Plaintext
246 lines
7.0 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_type = /datum/armor/structure_fireaxecabinet
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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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/// Whether we should populate our own contents on Initialize()
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var/populate_contents = TRUE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
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/datum/armor/structure_fireaxecabinet
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melee = 50
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bullet = 20
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energy = 100
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bomb = 10
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fire = 90
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acid = 50
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/obj/structure/fireaxecabinet/Initialize(mapload)
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. = ..()
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if(populate_contents)
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held_item = new item_path(src)
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update_appearance()
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find_and_hang_on_wall()
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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, list/modifiers, list/attack_modifiers)
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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/glass/glasshit.ogg', 90, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/tools/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)
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update_appearance()
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broken = TRUE
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playsound(src, 'sound/effects/glass/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/atom_deconstruct(disassembled = TRUE)
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/wallframe/fireaxecabinet(loc)
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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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var/hp_percent = (atom_integrity/max_integrity) * 100
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if(open)
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if(broken)
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. += "glass4_raised"
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return
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switch(hp_percent)
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if(-INFINITY to 40)
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. += "glass3_raised"
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if(40 to 60)
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. += "glass2_raised"
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if(60 to 80)
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. += "glass1_raised"
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if(80 to INFINITY)
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. += "glass_raised"
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return
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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/empty
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populate_contents = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/empty, 32)
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/obj/item/wallframe/fireaxecabinet
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name = "fire axe cabinet"
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desc = "Home to a window's greatest nightmare. Apply to wall to use."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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result_path = /obj/structure/fireaxecabinet/empty
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pixel_shift = 32
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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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/obj/structure/fireaxecabinet/mechremoval/atom_deconstruct(disassembled = TRUE)
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/wallframe/fireaxecabinet/mechremoval(loc)
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/obj/structure/fireaxecabinet/mechremoval/empty
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populate_contents = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/mechremoval/empty, 32)
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/obj/item/wallframe/fireaxecabinet/mechremoval
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name = "mech removal tool cabinet"
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desc = "Home to a very special crowbar. Apply to wall to use."
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icon_state = "mechremoval"
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result_path = /obj/structure/fireaxecabinet/mechremoval/empty
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