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* Removes some easily accessible sources of Mythril (#81595) ## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com> * Removes some easily accessible sources of Mythril --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
336 lines
13 KiB
Plaintext
336 lines
13 KiB
Plaintext
/** This structure acts as a source of moisture loving cell lines,
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as well as a location where a hidden item can somtimes be retrieved
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at the cost of risking a vicious bite.**/
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/obj/structure/moisture_trap
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name = "moisture trap"
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desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigoriously in this sterile and desolate place?"
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icon_state = "moisture_trap"
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anchored = TRUE
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density = FALSE
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///This var stores the hidden item that might be able to be retrieved from the trap
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var/obj/item/hidden_item
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///This var determines if there is a chance to receive a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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///weighted loot table for what loot you can find inside the moisture trap.
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///the actual loot isn't that great and should probably be improved and expanded later.
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var/static/list/loot_table = list(
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/obj/item/food/meat/slab/human/mutant/skeleton = 35,
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/obj/item/food/meat/slab/human/mutant/zombie = 15,
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/obj/item/trash/can = 15,
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/obj/item/clothing/head/helmet/skull = 10,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/restraints/handcuffs/cable/red = 1,
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/obj/item/restraints/handcuffs/cable/blue = 1,
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/obj/item/restraints/handcuffs/cable/green = 1,
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/obj/item/restraints/handcuffs/cable/pink = 1,
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/obj/item/restraints/handcuffs/alien = 2,
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/obj/item/coin/bananium = 10,
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/obj/item/knife/butcher = 5,
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)
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/obj/structure/moisture_trap/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_FISH_SAFE_STORAGE, TRAIT_GENERIC)
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
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if(prob(40))
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critter_infested = FALSE
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if(prob(75))
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var/picked_item = pick_weight(loot_table)
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hidden_item = new picked_item(src)
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var/datum/fish_source/moisture_trap/fish_source = new
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if(prob(50)) // 50% chance there's another item to fish out of there
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var/picked_item = pick_weight(loot_table)
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fish_source.fish_table[picked_item] = 5
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fish_source.fish_counts[picked_item] = 1;
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AddComponent(/datum/component/fishing_spot, fish_source)
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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return ..()
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///This proc checks if we are able to reach inside the trap to interact with it.
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/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
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if(!isliving(user))
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return FALSE
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var/mob/living/living_user = user
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if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I dont think monkeys can crawl on command.
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return FALSE
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return TRUE
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/obj/structure/moisture_trap/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(iscyborg(user) || isalien(user))
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return
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if(!CanReachInside(user))
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to_chat(user, span_warning("You need to lie down to reach into [src]."))
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return
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to_chat(user, span_notice("You reach down into the cold water of the basin."))
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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user.put_in_hands(hidden_item)
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to_chat(user, span_notice("As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src]."))
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hidden_item = null
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return
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if(critter_infested && prob(50) && iscarbon(user))
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var/mob/living/carbon/bite_victim = user
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var/obj/item/bodypart/affecting = bite_victim.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks it's [pick("fangs", "beak", "proboscis")] into your arm!"))
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if(affecting?.receive_damage(30))
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bite_victim.update_damage_overlays()
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playsound(src,'sound/weapons/bite.ogg', 70, TRUE)
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return
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to_chat(user, span_warning("You find nothing of value..."))
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/obj/structure/moisture_trap/attackby(obj/item/I, mob/user, params)
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if(iscyborg(user) || isalien(user) || !CanReachInside(user))
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return ..()
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add_fingerprint(user)
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if(is_reagent_container(I))
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if(istype(I, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = I
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cube.Expand()
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return
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var/obj/item/reagent_containers/reagent_container = I
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if(reagent_container.is_open_container())
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reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [reagent_container] from [src]."))
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return
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if(hidden_item)
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to_chat(user, span_warning("There is already something inside [src]."))
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in [src]!"))
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return
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hidden_item = I
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to_chat(user, span_notice("You hide [I] inside the basin."))
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#define ALTAR_INACTIVE 0
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#define ALTAR_STAGEONE 1
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#define ALTAR_STAGETWO 2
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#define ALTAR_STAGETHREE 3
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#define ALTAR_TIME (9.5 SECONDS)
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/obj/structure/destructible/cult/pants_altar
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name = "strange structure"
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desc = "What is this? Who put it on this station? And why does it emanate <span class='hypnophrase'>strange energy?</span>"
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icon_state = "altar"
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cult_examine_tip = "Even you don't understand the eldritch magic behind this."
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break_message = "<span class='warning'>The structure shatters, leaving only a demonic screech!</span>"
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break_sound = 'sound/magic/demon_dies.ogg'
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light_color = LIGHT_COLOR_BLOOD_MAGIC
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light_range = 2
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use_cooldown_duration = 1 MINUTES
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/// Color of the pants that will come out
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var/pants_color = COLOR_WHITE
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/// Stage of the pants making process
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var/status = ALTAR_INACTIVE
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/obj/structure/destructible/cult/pants_altar/attackby(obj/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/melee/cultblade/dagger) && IS_CULTIST(user) && status)
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to_chat(user, span_notice("[src] is creating something, you can't move it!"))
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return
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return ..()
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/obj/structure/destructible/cult/pants_altar/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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var/list/altar_options = list(
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"Change Color" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_recolor"),
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"Create Artefact" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_create")
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)
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var/altar_result = show_radial_menu(user, src, altar_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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switch(altar_result)
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if("Change Color")
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var/chosen_color = input(user, "", "Choose Color", pants_color) as color|null
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if(!isnull(chosen_color) && user.can_perform_action(src))
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pants_color = chosen_color
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if("Create Artefact")
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if(!COOLDOWN_FINISHED(src, use_cooldown) || status != ALTAR_INACTIVE)
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to_chat(user, span_warning("[src] is not ready to create something new yet..."))
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return
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pants_stageone()
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return TRUE
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/obj/structure/destructible/cult/pants_altar/update_icon_state()
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. = ..()
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if(!COOLDOWN_FINISHED(src, use_cooldown))
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icon_state = "altar_off"
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else
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icon_state = "altar"
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/obj/structure/destructible/cult/pants_altar/update_overlays()
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. = ..()
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var/overlayicon
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switch(status)
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if(ALTAR_INACTIVE)
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return
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if(ALTAR_STAGEONE)
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overlayicon = "altar_pants1"
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if(ALTAR_STAGETWO)
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overlayicon = "altar_pants2"
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if(ALTAR_STAGETHREE)
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overlayicon = "altar_pants3"
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var/mutable_appearance/pants_overlay = mutable_appearance(icon, overlayicon)
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pants_overlay.appearance_flags = RESET_COLOR
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pants_overlay.color = pants_color
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. += pants_overlay
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/// Starts creating the pants, plays the sound.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stageone()
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status = ALTAR_STAGEONE
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update_icon()
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visible_message(span_warning("[src] starts creating something..."))
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playsound(src, 'sound/magic/pantsaltar.ogg', 60)
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addtimer(CALLBACK(src, PROC_REF(pants_stagetwo)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby nauseous.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagetwo()
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status = ALTAR_STAGETWO
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update_icon()
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visible_message(span_warning("You start feeling nauseous..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_eye_blur_if_lower(20 SECONDS)
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viewing_mob.adjust_confusion(10 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_stagethree)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby dizzy
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagethree()
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status = ALTAR_STAGETHREE
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update_icon()
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visible_message(span_warning("You start feeling horrible..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_dizzy_if_lower(20 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_create)), ALTAR_TIME)
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/// Finishes the creation, creating the item itself, setting the cooldowns and flashing every mob nearby.
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/obj/structure/destructible/cult/pants_altar/proc/pants_create()
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status = ALTAR_INACTIVE
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update_icon()
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visible_message(span_danger("[src] emits a flash of light and creates... pants?"))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.flash_act()
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var/obj/item/clothing/under/pants/slacks/altar/pants = new(get_turf(src))
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pants.add_atom_colour(pants_color, ADMIN_COLOUR_PRIORITY)
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COOLDOWN_START(src, use_cooldown, use_cooldown_duration)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon)), 1 MINUTES + 0.1 SECONDS)
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update_icon()
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/obj/structure/destructible/cult/pants_altar/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/clothing/under/pants/slacks/altar
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name = "strange pants"
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desc = "A pair of pants. They do not look or feel natural, and smell like fresh blood."
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greyscale_colors = "#ffffff#ffffff#ffffff"
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flags_1 = NONE //If IS_PLAYER_COLORABLE gets added color-changing support (i.e. spraycans), these won't end up getting it too. Plus, it already has its own recolor.
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#undef ALTAR_INACTIVE
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#undef ALTAR_STAGEONE
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#undef ALTAR_STAGETWO
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#undef ALTAR_STAGETHREE
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#undef ALTAR_TIME
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/**
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* Spawns in maint shafts, and blocks lines of sight perodically when active.
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*/
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/obj/structure/steam_vent
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name = "steam vent"
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby."
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icon_state = "steam_vent"
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anchored = TRUE
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density = FALSE
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/// How often does the vent reset the blow_steam cooldown.
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var/steam_speed = 20 SECONDS
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/// Is the steam vent active?
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var/vent_active = TRUE
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/// The cooldown for toggling the steam vent to prevent infinite steam vent looping.
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COOLDOWN_DECLARE(steam_vent_interact)
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/obj/structure/steam_vent/Initialize(mapload)
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. = ..()
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if(prob(75))
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vent_active = FALSE
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(blow_steam),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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register_context()
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update_icon_state()
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/obj/structure/steam_vent/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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balloon_alert(user, "not ready to adjust!")
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return
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vent_active = !vent_active
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update_icon_state()
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if(vent_active)
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balloon_alert(user, "vent on")
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else
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balloon_alert(user, "vent off")
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return
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blow_steam()
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/obj/structure/steam_vent/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = vent_active ? "Close valve" : "Open valve"
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return CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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return .
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/obj/structure/steam_vent/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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if(vent_active)
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balloon_alert(user, "must be off!")
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return
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if(tool.use_tool(src, user, 3 SECONDS))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct()
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return TRUE
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/obj/structure/steam_vent/deconstruct(disassembled = TRUE)
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if(!(obj_flags & NO_DECONSTRUCTION))
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new /obj/item/stack/sheet/iron(loc, 1)
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new /obj/item/stock_parts/water_recycler(loc, 1)
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qdel(src)
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/**
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* Creates "steam" smoke, and determines when the vent needs to block line of sight via reset_opacity.
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*/
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/obj/structure/steam_vent/proc/blow_steam(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(!vent_active)
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return
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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return
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if(!ismob(leaving))
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return
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(range = 1, amount = 1, location = src)
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smoke.start()
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playsound(src, 'sound/machines/steam_hiss.ogg', 75, TRUE, -2)
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COOLDOWN_START(src, steam_vent_interact, steam_speed)
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/obj/structure/steam_vent/update_icon_state()
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. = ..()
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icon_state = "steam_vent[vent_active ? "": "_off"]"
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/obj/structure/steam_vent/fast
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby. It's faster than most."
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steam_speed = 10 SECONDS
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