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## About The Pull Request I originally was gonna make the captain's spare ID safe float in the air if the wall under it was taken down, but it looked poor and was going against the vision for wall items (and go against the wallening) so my alternative proposition is this, taking the safe off the wall. It's now a golden safe (like the one in the vault) but is interacted the exact same, it's now just a thing on the floor rather than being on a wall. I'm not a spriter so I didn't give it a custom icon but if anyone wants to they can feel free to add one, just a golden version of the regular safe felt kinda eh. I also added a wallframe version of the secure safe for when it is taken down. It will conserve its contents and be permanently locked until put back up. This doesn't apply to the new captain safe since it isn't a wall item. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/80588 Prevents people from cheesing the spare and/or it being too easy to destroy. ## Changelog 🆑 fix: The captain's safe is no longer on the wall, therefore cannot be cheesed by breaking the wall it sits on. fix: Tearing down a wall that a safe is on now drops the safe with its contents, rather than dropping the contents onto the floor. The safe's contents cannot be interacted with while it's not on a wall. /🆑
262 lines
7.8 KiB
Plaintext
262 lines
7.8 KiB
Plaintext
/*
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CONTAINS:
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SAFES
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FLOOR SAFES
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*/
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/// Chance for a sound clue
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#define SOUND_CHANCE 10
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/// Explosion number threshold for opening safe
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#define BROKEN_THRESHOLD 3
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//SAFES
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/obj/structure/safe
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name = "safe"
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desc = "A huge chunk of metal with a dial embedded in it. Fine print on the dial reads \"Scarborough Arms - 2 tumbler safe, guaranteed thermite resistant, explosion resistant, and assistant resistant.\""
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icon = 'icons/obj/structures.dmi'
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icon_state = "safe"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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/// The maximum combined w_class of stuff in the safe
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var/maxspace = 24
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/// The amount of tumblers that will be generated
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var/number_of_tumblers = 2
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/// Whether the safe is open or not
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var/open = FALSE
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/// Whether the safe is locked or not
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var/locked = TRUE
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/// The position the dial is pointing to
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var/dial = 0
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/// The list of tumbler dial positions that need to be hit
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var/list/tumblers = list()
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/// The index in the tumblers list of the tumbler dial position that needs to be hit
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var/current_tumbler_index = 1
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/// The combined w_class of everything in the safe
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var/space = 0
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/// Tough, but breakable if explosion counts reaches set value
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var/explosion_count = 0
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/obj/structure/safe/Initialize(mapload)
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. = ..()
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update_appearance(UPDATE_ICON)
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// Combination generation
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for(var/iterating in 1 to number_of_tumblers)
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tumblers.Add(rand(0, 99))
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if(!mapload)
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return
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// Put as many items on our turf inside as possible
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for(var/obj/item/inserting_item in loc)
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if(space >= maxspace)
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return
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if(inserting_item.w_class + space <= maxspace)
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space += inserting_item.w_class
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inserting_item.forceMove(src)
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/obj/structure/safe/update_icon_state()
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//uses the same icon as the captain's spare safe (therefore lockable storage) so keep it in line with that
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icon_state = "[initial(icon_state)][open ? null : "_locked"]"
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return ..()
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/obj/structure/safe/attackby(obj/item/attacking_item, mob/user, params)
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if(open)
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. = TRUE //no afterattack
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if(attacking_item.w_class + space <= maxspace)
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if(!user.transferItemToLoc(attacking_item, src))
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to_chat(user, span_warning("\The [attacking_item] is stuck to your hand, you cannot put it in the safe!"))
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return
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space += attacking_item.w_class
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to_chat(user, span_notice("You put [attacking_item] in [src]."))
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else
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to_chat(user, span_warning("[attacking_item] won't fit in [src]."))
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else
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if(istype(attacking_item, /obj/item/clothing/neck/stethoscope))
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attack_hand(user)
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return
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else
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to_chat(user, span_warning("You can't put [attacking_item] into the safe while it is closed!"))
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return
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/obj/structure/safe/blob_act(obj/structure/blob/B)
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return
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/obj/structure/safe/ex_act(severity, target)
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if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
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explosion_count++
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switch(explosion_count)
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if(1)
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desc = initial(desc) + "\nIt looks a little banged up."
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if(2)
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desc = initial(desc) + "\nIt's pretty heavily damaged."
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if(3)
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desc = initial(desc) + "\nThe lock seems to be broken."
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return TRUE
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return FALSE
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/obj/structure/safe/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/simple/safe),
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)
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/obj/structure/safe/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Safe", name)
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ui.open()
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/obj/structure/safe/ui_data(mob/user)
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var/list/data = list()
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data["dial"] = dial
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data["open"] = open
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data["locked"] = locked
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data["broken"] = check_broken()
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if(open)
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var/list/contents_names = list()
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data["contents"] = contents_names
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for(var/obj/jewel in contents)
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contents_names[++contents_names.len] = list("name" = jewel.name, "sprite" = jewel.icon_state)
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user << browse_rsc(icon(jewel.icon, jewel.icon_state), "[jewel.icon_state].png")
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return data
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/obj/structure/safe/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(!ishuman(usr))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.can_perform_action(src))
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return
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var/canhear = FALSE
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if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
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canhear = TRUE
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switch(action)
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if("open")
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if(!check_unlocked() && !open && !broken)
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to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
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return
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to_chat(user, span_notice("You [open ? "close" : "open"] [src]."))
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open = !open
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update_appearance()
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return TRUE
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if("turnright")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial - 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("turnleft")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial + 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("retrieve")
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if(!open)
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return
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var/index = text2num(params["index"])
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if(!index)
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return
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var/obj/item/retrieved_item = contents[index]
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if(!retrieved_item || !in_range(src, user))
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return
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user.put_in_hands(retrieved_item)
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space -= retrieved_item.w_class
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return TRUE
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/**
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* Checks if safe is considered in a broken state for force-opening the safe
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*/
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/obj/structure/safe/proc/check_broken()
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return broken || explosion_count >= BROKEN_THRESHOLD
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/**
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* Called every dial turn to determine whether the safe should unlock or not.
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*/
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/obj/structure/safe/proc/check_unlocked()
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if(check_broken())
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return TRUE
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if(current_tumbler_index > number_of_tumblers)
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locked = FALSE
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visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
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return TRUE
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locked = TRUE
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return FALSE
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/**
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* Called every dial turn to provide feedback if possible.
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*/
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/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
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if(!canhear)
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return
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if(current_tick == 2)
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to_chat(user, "<span class='italics'>The sounds from [src] are too fast and blend together.</span>")
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if(total_ticks == 1 || prob(SOUND_CHANCE))
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balloon_alert(user, pick(sounds))
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//FLOOR SAFES
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/obj/structure/safe/floor
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name = "floor safe"
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icon_state = "floorsafe"
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density = FALSE
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layer = LOW_OBJ_LAYER
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/obj/structure/safe/floor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/undertile)
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///Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
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/obj/structure/safe/vault
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/obj/structure/safe/vault/Initialize(mapload)
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. = ..()
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var/obj/item/piggy_bank/vault/piggy = new(src)
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space += piggy.w_class
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#undef SOUND_CHANCE
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#undef BROKEN_THRESHOLD
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