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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
48 lines
1.3 KiB
Plaintext
48 lines
1.3 KiB
Plaintext
/obj/item/assembly/shock_kit
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name = "electrohelmet assembly"
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desc = "This appears to be made from both an electropack and a helmet."
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "shock_kit"
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var/obj/item/clothing/head/helmet/part1 = null
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var/obj/item/device/radio/electropack/part2 = null
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var/status = 0
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w_class = 5.0
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flags = CONDUCT
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/obj/item/assembly/shock_kit/Del()
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del(part1)
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del(part2)
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..()
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return
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/obj/item/assembly/shock_kit/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && !status)
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var/turf/T = loc
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if(ismob(T))
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T = T.loc
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part1.loc = T
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part2.loc = T
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part1.master = null
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part2.master = null
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part1 = null
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part2 = null
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del(src)
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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status = !status
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user << "<span class='notice'>[src] is now [status ? "secured" : "unsecured"]!</span>"
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add_fingerprint(user)
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return
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/obj/item/assembly/shock_kit/attack_self(mob/user as mob)
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part1.attack_self(user, status)
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part2.attack_self(user, status)
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add_fingerprint(user)
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return
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/obj/item/assembly/shock_kit/receive_signal()
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if(istype(loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = loc
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C.shock()
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return
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