mirror of
https://github.com/Bubberstation/Bubberstation.git
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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
316 lines
9.0 KiB
Plaintext
316 lines
9.0 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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/obj/item/weapon/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/bedsheets.dmi'
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icon_state = "sheetwhite"
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item_state = "bedsheet"
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slot_flags = SLOT_BACK
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layer = MOB_LAYER
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = 1
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item_color = "white"
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resistance_flags = 0
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dog_fashion = /datum/dog_fashion/head/ghost
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/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
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if(!attempt_initiate_surgery(src, M, user))
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..()
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/obj/item/weapon/bedsheet/attack_self(mob/user)
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user.drop_item()
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if(layer == initial(layer))
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layer = ABOVE_MOB_LAYER
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user << "<span class='notice'>You cover yourself with [src].</span>"
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else
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layer = initial(layer)
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user << "<span class='notice'>You smooth [src] out beneath you.</span>"
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add_fingerprint(user)
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return
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/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
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var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
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transfer_fingerprints_to(C)
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C.add_fingerprint(user)
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qdel(src)
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user << "<span class='notice'>You tear [src] up.</span>"
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else
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return ..()
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/obj/item/weapon/bedsheet/blue
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icon_state = "sheetblue"
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item_color = "blue"
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/obj/item/weapon/bedsheet/green
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icon_state = "sheetgreen"
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item_color = "green"
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/obj/item/weapon/bedsheet/orange
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icon_state = "sheetorange"
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item_color = "orange"
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/obj/item/weapon/bedsheet/purple
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icon_state = "sheetpurple"
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item_color = "purple"
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/obj/item/weapon/bedsheet/patriot
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name = "patriotic bedsheet"
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desc = "You've never felt more free than when sleeping on this."
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icon_state = "sheetUSA"
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item_color = "sheetUSA"
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/obj/item/weapon/bedsheet/rainbow
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name = "rainbow bedsheet"
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desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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/obj/item/weapon/bedsheet/red
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icon_state = "sheetred"
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item_color = "red"
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/obj/item/weapon/bedsheet/yellow
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icon_state = "sheetyellow"
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item_color = "yellow"
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/obj/item/weapon/bedsheet/mime
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name = "mime's blanket"
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desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
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icon_state = "sheetmime"
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item_color = "mime"
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/obj/item/weapon/bedsheet/clown
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name = "clown's blanket"
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desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
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icon_state = "sheetclown"
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item_color = "clown"
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/obj/item/weapon/bedsheet/captain
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name = "captain's bedsheet"
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desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
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icon_state = "sheetcaptain"
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item_color = "captain"
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/obj/item/weapon/bedsheet/rd
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name = "research director's bedsheet"
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desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
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icon_state = "sheetrd"
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item_color = "director"
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/obj/item/weapon/bedsheet/medical
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name = "medical blanket"
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desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
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icon_state = "sheetmedical"
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item_color = "medical"
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/obj/item/weapon/bedsheet/cmo
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name = "chief medical officer's bedsheet"
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desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
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icon_state = "sheetcmo"
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item_color = "cmo"
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/obj/item/weapon/bedsheet/hos
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name = "head of security's bedsheet"
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desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
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icon_state = "sheethos"
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item_color = "hosred"
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/obj/item/weapon/bedsheet/hop
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name = "head of personnel's bedsheet"
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desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
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icon_state = "sheethop"
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item_color = "hop"
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/obj/item/weapon/bedsheet/ce
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name = "chief engineer's bedsheet"
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desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
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icon_state = "sheetce"
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item_color = "chief"
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/obj/item/weapon/bedsheet/qm
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name = "quartermaster's bedsheet"
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desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
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icon_state = "sheetqm"
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item_color = "qm"
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/obj/item/weapon/bedsheet/brown
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icon_state = "sheetbrown"
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item_color = "cargo"
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/obj/item/weapon/bedsheet/black
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icon_state = "sheetblack"
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item_color = "black"
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/obj/item/weapon/bedsheet/centcom
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name = "\improper Centcom bedsheet"
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desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
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icon_state = "sheetcentcom"
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item_color = "centcom"
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/obj/item/weapon/bedsheet/syndie
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name = "syndicate bedsheet"
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desc = "It has a syndicate emblem and it has an aura of evil."
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icon_state = "sheetsyndie"
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item_color = "syndie"
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/obj/item/weapon/bedsheet/cult
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name = "cultist's bedsheet"
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desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
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icon_state = "sheetcult"
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item_color = "cult"
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/obj/item/weapon/bedsheet/wiz
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name = "wizard's bedsheet"
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desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
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icon_state = "sheetwiz"
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item_color = "wiz"
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/obj/item/weapon/bedsheet/nanotrasen
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name = "nanotrasen bedsheet"
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desc = "It has the Nanotrasen logo on it and has an aura of duty."
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icon_state = "sheetNT"
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item_color = "nanotrasen"
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/obj/item/weapon/bedsheet/ian
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icon_state = "sheetian"
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item_color = "ian"
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/obj/item/weapon/bedsheet/random
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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name = "random bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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/obj/item/weapon/bedsheet/random/New()
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var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
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name = initial(B.name)
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desc = initial(B.desc)
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icon_state = initial(B.icon_state)
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item_state = initial(B.item_state)
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item_color = initial(B.item_color)
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "It looks rather cosy."
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icon = 'icons/obj/structures.dmi'
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icon_state = "linenbin-full"
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anchored = 1
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resistance_flags = 0
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burntime = 20
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var/amount = 10
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var/list/sheets = list()
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var/obj/item/hidden = null
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/obj/structure/bedsheetbin/examine(mob/user)
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..()
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if(amount < 1)
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user << "There are no bed sheets in the bin."
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else if(amount == 1)
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user << "There is one bed sheet in the bin."
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else
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user << "There are [amount] bed sheets in the bin."
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/obj/structure/bedsheetbin/update_icon()
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switch(amount)
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if(0)
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icon_state = "linenbin-empty"
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if(1 to 5)
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icon_state = "linenbin-half"
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else
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icon_state = "linenbin-full"
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/obj/structure/bedsheetbin/fire_act()
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if(!amount)
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return
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..()
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/obj/structure/bedsheetbin/burn()
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amount = 0
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extinguish()
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update_icon()
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return
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/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/bedsheet))
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if(!user.drop_item())
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return
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I.loc = src
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sheets.Add(I)
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amount++
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user << "<span class='notice'>You put [I] in [src].</span>"
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update_icon()
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else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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if(!user.drop_item())
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user << "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>"
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return
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I.loc = src
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hidden = I
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user << "<span class='notice'>You hide [I] among the sheets.</span>"
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/obj/structure/bedsheetbin/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/bedsheetbin/attack_hand(mob/user)
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if(user.lying)
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return
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = user.loc
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user.put_in_hands(B)
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user << "<span class='notice'>You take [B] out of [src].</span>"
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update_icon()
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if(hidden)
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hidden.loc = user.loc
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user << "<span class='notice'>[hidden] falls out of [B]!</span>"
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hidden = null
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add_fingerprint(user)
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/obj/structure/bedsheetbin/attack_tk(mob/user)
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = loc
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user << "<span class='notice'>You telekinetically remove [B] from [src].</span>"
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update_icon()
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if(hidden)
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hidden.loc = loc
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hidden = null
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add_fingerprint(user)
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