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This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made. Some fire related is moved away from species(what the fuck was it even doing there) into these as well. Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient. Also changed some related proc names to be snake_case like everything should be. This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good. Nothing to argue about since there's nothing player-facing
246 lines
8.7 KiB
Plaintext
246 lines
8.7 KiB
Plaintext
//Bureaucracy machine!
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//Simply set this up in the hopline and you can serve people based on ticket numbers
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/obj/machinery/ticket_machine
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name = "ticket machine"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "ticketmachine"
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base_icon_state = "ticketmachine"
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desc = "A marvel of bureaucratic engineering encased in an efficient plastic shell. It can be refilled with a hand labeler refill roll and linked to buttons with a multitool."
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density = FALSE
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maptext_height = 26
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maptext_width = 32
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maptext_x = 7
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maptext_y = 10
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layer = HIGH_OBJ_LAYER
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var/ticket_number = 0 //Increment the ticket number whenever the HOP presses his button
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var/current_number = 0 //What ticket number are we currently serving?
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var/max_number = 100 //At this point, you need to refill it.
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var/cooldown = 50
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var/ready = TRUE
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var/id = "ticket_machine_default" //For buttons
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var/list/ticket_holders = list()
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var/list/obj/item/ticket_machine_ticket/tickets = list()
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/obj/machinery/ticket_machine/Initialize(mapload)
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. = ..()
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update_appearance()
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/obj/machinery/ticket_machine/Destroy()
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.source = null
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tickets.Cut()
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return ..()
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/ticket_machine, 32)
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/obj/machinery/ticket_machine/multitool_act(mob/living/user, obj/item/I)
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if(!multitool_check_buffer(user, I)) //make sure it has a data buffer
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return
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var/obj/item/multitool/M = I
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M.buffer = src
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to_chat(user, span_notice("You store linkage information in [I]'s buffer."))
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return TRUE
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/obj/machinery/ticket_machine/emag_act(mob/user) //Emag the ticket machine to dispense burning tickets, as well as randomize its number to destroy the HoP's mind.
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if(obj_flags & EMAGGED)
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return
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to_chat(user, span_warning("You overload [src]'s bureaucratic logic circuitry to its MAXIMUM setting."))
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ticket_number = rand(0,max_number)
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current_number = ticket_number
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obj_flags |= EMAGGED
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if(tickets.len)
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.audible_message(span_notice("\the [ticket] disperses!"))
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qdel(ticket)
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tickets.Cut()
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update_appearance()
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/obj/machinery/ticket_machine/proc/increment()
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if(current_number > ticket_number)
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return
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if(current_number && !(obj_flags & EMAGGED) && tickets[current_number])
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tickets[current_number].audible_message(span_notice("\the [tickets[current_number]] disperses!"))
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qdel(tickets[current_number])
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if(current_number < ticket_number)
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current_number ++ //Increment the one we're serving.
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playsound(src, 'sound/misc/announce_dig.ogg', 50, FALSE)
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say("Now serving ticket #[current_number]!")
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if(!(obj_flags & EMAGGED) && tickets[current_number])
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tickets[current_number].audible_message(span_notice("\the [tickets[current_number]] vibrates!"))
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update_appearance() //Update our icon here rather than when they take a ticket to show the current ticket number being served
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/obj/machinery/button/ticket_machine
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name = "increment ticket counter"
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desc = "Use this button after you've served someone to tell the next person to come forward."
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device_type = /obj/item/assembly/control/ticket_machine
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req_access = list()
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id = "ticket_machine_default"
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/obj/machinery/button/ticket_machine/Initialize(mapload)
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. = ..()
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if(device)
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var/obj/item/assembly/control/ticket_machine/ours = device
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ours.id = id
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/obj/machinery/button/ticket_machine/multitool_act(mob/living/user, obj/item/I)
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. = ..()
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if(I.tool_behaviour == TOOL_MULTITOOL)
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var/obj/item/multitool/M = I
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if(M.buffer && !istype(M.buffer, /obj/machinery/ticket_machine))
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return
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var/obj/item/assembly/control/ticket_machine/controller = device
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controller.linked = WEAKREF(M.buffer)
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id = null
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controller.id = null
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to_chat(user, span_warning("You've linked [src] to [M.buffer]."))
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/obj/item/assembly/control/ticket_machine
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name = "ticket machine controller"
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desc = "A remote controller for the HoP's ticket machine."
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var/datum/weakref/linked //To whom are we linked?
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/obj/item/assembly/control/ticket_machine/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/item/assembly/control/ticket_machine/LateInitialize()
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find_machine()
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/obj/item/assembly/control/ticket_machine/proc/find_machine() //Locate the one to which we're linked
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for(var/obj/machinery/ticket_machine/ticketsplease in GLOB.machines)
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if(ticketsplease.id == id)
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linked = WEAKREF(ticketsplease)
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if(linked)
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return TRUE
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else
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return FALSE
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/obj/item/assembly/control/ticket_machine/activate()
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if(cooldown)
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return
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if(!linked)
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return
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var/obj/machinery/ticket_machine/machine = linked.resolve()
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if(!machine)
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return
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cooldown = TRUE
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machine.increment()
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/machinery/ticket_machine/update_icon()
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. = ..()
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handle_maptext()
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/obj/machinery/ticket_machine/update_icon_state()
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switch(ticket_number) //Gives you an idea of how many tickets are left
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if(0 to 49)
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icon_state = "[base_icon_state]_100"
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if(50 to 99)
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icon_state = "[base_icon_state]_50"
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if(100)
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icon_state = "[base_icon_state]_0"
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return ..()
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/obj/machinery/ticket_machine/proc/handle_maptext()
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switch(ticket_number) //This is here to handle maptext offsets so that the numbers align.
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if(0 to 9)
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maptext_x = 13
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if(10 to 99)
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maptext_x = 10
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if(100)
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maptext_x = 8
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maptext = MAPTEXT(current_number) //Finally, apply the maptext
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/obj/machinery/ticket_machine/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/hand_labeler_refill))
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if(!(ticket_number >= max_number))
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to_chat(user, span_notice("[src] refuses [I]! There [max_number-ticket_number==1 ? "is" : "are"] still [max_number-ticket_number] ticket\s left!"))
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return
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to_chat(user, span_notice("You start to refill [src]'s ticket holder (doing this will reset its ticket count!)."))
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if(do_after(user, 30, target = src))
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to_chat(user, span_notice("You insert [I] into [src] as it whirs nondescriptly."))
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qdel(I)
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ticket_number = 0
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current_number = 0
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if(tickets.len)
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.audible_message(span_notice("\the [ticket] disperses!"))
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qdel(ticket)
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tickets.Cut()
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max_number = initial(max_number)
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update_appearance()
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return
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/obj/machinery/ticket_machine/proc/reset_cooldown()
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ready = TRUE
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/obj/machinery/ticket_machine/attack_hand(mob/living/carbon/user, list/modifiers)
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. = ..()
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if(!ready)
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to_chat(user,span_warning("You press the button, but nothing happens..."))
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return
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if(ticket_number >= max_number)
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to_chat(user,span_warning("Ticket supply depleted, please refill this unit with a hand labeller refill cartridge!"))
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return
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var/user_ref = REF(user)
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if((user_ref in ticket_holders) && !(obj_flags & EMAGGED))
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to_chat(user, span_warning("You already have a ticket!"))
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return
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playsound(src, 'sound/machines/terminal_insert_disc.ogg', 100, FALSE)
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ticket_number++
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to_chat(user, span_notice("You take a ticket from [src], looks like you're ticket number #[ticket_number]..."))
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var/obj/item/ticket_machine_ticket/theirticket = new /obj/item/ticket_machine_ticket(get_turf(src))
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theirticket.name = "Ticket #[ticket_number]"
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theirticket.maptext = MAPTEXT(ticket_number)
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theirticket.saved_maptext = MAPTEXT(ticket_number)
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theirticket.source = src
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theirticket.owner_ref = user_ref
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user.put_in_hands(theirticket)
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ticket_holders += user_ref
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tickets += theirticket
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if(obj_flags & EMAGGED) //Emag the machine to destroy the HOP's life.
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ready = FALSE
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addtimer(CALLBACK(src, .proc/reset_cooldown), cooldown)//Small cooldown to prevent piles of flaming tickets
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theirticket.fire_act()
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user.dropItemToGround(theirticket)
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user.adjust_fire_stacks(1)
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user.ignite_mob()
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return
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/obj/item/ticket_machine_ticket
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name = "Ticket"
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desc = "A ticket which shows your place in the Head of Personnel's line. Made from Nanotrasen patented NanoPaper®. Though solid, its form seems to shimmer slightly. Feels (and burns) just like the real thing."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "ticket"
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maptext_x = 7
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maptext_y = 10
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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max_integrity = 50
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var/saved_maptext = null
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var/owner_ref // A ref to our owner. Doesn't need to be weak because mobs have unique refs
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var/obj/machinery/ticket_machine/source
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/obj/item/ticket_machine_ticket/attack_hand(mob/user, list/modifiers)
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. = ..()
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maptext = saved_maptext //For some reason, storage code removes all maptext off objs, this stops its number from being wiped off when taken out of storage.
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/obj/item/ticket_machine_ticket/attackby(obj/item/P, mob/living/carbon/human/user, params) //Stolen from papercode
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if(burn_paper_product_attackby_check(P, user))
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return
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return ..()
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/obj/item/paper/extinguish()
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..()
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update_appearance()
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/obj/item/ticket_machine_ticket/Destroy()
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if(source)
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source.ticket_holders -= owner_ref
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source.tickets -= src
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source = null
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return ..()
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