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bac6697cf0
* Fix error on secondary attacking certain secure closets. (#59867) * Feex * Reviewify * Fix error on secondary attacking certain secure closets. Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
551 lines
17 KiB
Plaintext
551 lines
17 KiB
Plaintext
#define LOCKER_FULL -1
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/obj/structure/closet//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
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name = "closet"
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desc = "It's a basic storage unit."
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icon = 'icons/obj/closet.dmi'
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icon_state = "generic"
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density = TRUE
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drag_slowdown = 1.5 // Same as a prone mob
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max_integrity = 200
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integrity_failure = 0.25
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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/// Controls whether a door overlay should be applied using the icon_door value as the icon state
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var/enable_door_overlay = TRUE
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var/has_opened_overlay = TRUE
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var/has_closed_overlay = TRUE
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var/icon_door = null
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var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
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var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
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var/opened = FALSE
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var/welded = FALSE
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var/locked = FALSE
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var/large = TRUE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/breakout_time = 1200
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var/message_cooldown
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var/can_weld_shut = TRUE
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var/horizontal = FALSE
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var/allow_objects = FALSE
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var/allow_dense = FALSE
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var/dense_when_open = FALSE //if it's dense when open or not
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var/max_mob_size = MOB_SIZE_HUMAN //Biggest mob_size accepted by the container
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var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
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var/cutting_tool = /obj/item/weldingtool
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var/open_sound = 'sound/machines/closet_open.ogg'
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var/close_sound = 'sound/machines/closet_close.ogg'
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var/open_sound_volume = 35
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var/close_sound_volume = 50
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var/material_drop = /obj/item/stack/sheet/iron
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var/material_drop_amount = 2
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var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
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var/anchorable = TRUE
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var/icon_welded = "welded"
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/// Whether a skittish person can dive inside this closet. Disable if opening the closet causes "bad things" to happen or that it leads to a logical inconsistency.
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var/divable = TRUE
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/// true whenever someone with the strong pull component is dragging this, preventing opening
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var/strong_grab = FALSE
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/obj/structure/closet/Initialize(mapload)
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if(mapload && !opened) // if closed, any item at the crate's loc is put in the contents
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addtimer(CALLBACK(src, .proc/take_contents), 0)
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. = ..()
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update_appearance()
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PopulateContents()
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//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
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/obj/structure/closet/proc/PopulateContents()
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return
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/obj/structure/closet/Destroy()
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dump_contents()
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return ..()
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/obj/structure/closet/update_appearance(updates=ALL)
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. = ..()
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if(opened || broken || !secure)
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luminosity = 0
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return
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luminosity = 1
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/obj/structure/closet/update_icon()
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. = ..()
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if(istype(src, /obj/structure/closet/supplypod))
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return
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layer = opened ? BELOW_OBJ_LAYER : OBJ_LAYER
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/obj/structure/closet/update_overlays()
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. = ..()
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closet_update_overlays(.)
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/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
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. = new_overlays
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if(enable_door_overlay)
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if(opened && has_opened_overlay)
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. += "[icon_door_override ? icon_door : icon_state]_open"
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var/mutable_appearance/door_blocker = mutable_appearance(icon, "[icon_door || icon_state]_open", plane = EMISSIVE_PLANE)
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door_blocker.color = GLOB.em_block_color
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. += door_blocker // If we don't do this the door doesn't block emissives and it looks weird.
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else if(has_closed_overlay)
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. += "[icon_door || icon_state]_door"
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if(opened)
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return
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if(welded)
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. += icon_welded
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if(broken || !secure)
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return
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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/obj/structure/closet/examine(mob/user)
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. = ..()
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if(welded)
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. += span_notice("It's welded shut.")
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if(anchored)
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. += span_notice("It is <b>bolted</b> to the ground.")
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if(opened)
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. += span_notice("The parts are <b>welded</b> together.")
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else if(secure && !opened)
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. += span_notice("Right-click to [locked ? "unlock" : "lock"].")
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if(HAS_TRAIT(user, TRAIT_SKITTISH) && divable)
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. += span_notice("If you bump into [p_them()] while running, you will jump inside.")
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/obj/structure/closet/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(wall_mounted)
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return TRUE
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/obj/structure/closet/proc/can_open(mob/living/user, force = FALSE)
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if(force)
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return TRUE
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if(welded || locked)
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return FALSE
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if(strong_grab)
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to_chat(user, span_danger("[pulledby] has an incredibly strong grip on [src], preventing it from opening."))
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return FALSE
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(user)
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to_chat(user, span_danger("There's something large on top of [src], preventing it from opening."))
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return FALSE
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return TRUE
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/obj/structure/closet/proc/can_close(mob/living/user)
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var/turf/T = get_turf(src)
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for(var/obj/structure/closet/closet in T)
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if(closet != src && !closet.wall_mounted)
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return FALSE
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(user)
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to_chat(user, span_danger("There's something too large in [src], preventing it from closing."))
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return FALSE
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return TRUE
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/obj/structure/closet/dump_contents()
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var/atom/L = drop_location()
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for(var/atom/movable/AM in src)
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AM.forceMove(L)
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM, dir)
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if(throwing)
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throwing.finalize(FALSE)
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/obj/structure/closet/proc/take_contents()
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var/atom/L = drop_location()
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for(var/atom/movable/AM in L)
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if(AM != src && insert(AM) == LOCKER_FULL) // limit reached
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break
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for(var/i in reverseRange(L.GetAllContents()))
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var/atom/movable/thing = i
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SEND_SIGNAL(thing, COMSIG_TRY_STORAGE_HIDE_ALL)
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/obj/structure/closet/proc/open(mob/living/user, force = FALSE)
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if(!can_open(user, force))
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return
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if(opened)
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return
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welded = FALSE
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locked = FALSE
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playsound(loc, open_sound, open_sound_volume, TRUE, -3)
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opened = TRUE
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if(!dense_when_open)
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set_density(FALSE)
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dump_contents()
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update_appearance()
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after_open(user, force)
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return TRUE
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///Proc to override for effects after opening a door
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/obj/structure/closet/proc/after_open(mob/living/user, force = FALSE)
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return
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/obj/structure/closet/proc/insert(atom/movable/inserted)
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if(length(contents) >= storage_capacity)
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return LOCKER_FULL
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if(!insertion_allowed(inserted))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_CLOSET_INSERT, inserted) & COMPONENT_CLOSET_INSERT_INTERRUPT)
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return TRUE
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inserted.forceMove(src)
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return TRUE
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/obj/structure/closet/proc/insertion_allowed(atom/movable/AM)
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if(ismob(AM))
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if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
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return FALSE
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var/mob/living/L = AM
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if(L.anchored || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
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return FALSE
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if(L.mob_size > MOB_SIZE_TINY) // Tiny mobs are treated as items.
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if(horizontal && L.density)
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return FALSE
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if(L.mob_size > max_mob_size)
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return FALSE
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var/mobs_stored = 0
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for(var/mob/living/M in contents)
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if(++mobs_stored >= mob_storage_capacity)
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return FALSE
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L.stop_pulling()
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else if(istype(AM, /obj/structure/closet))
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return FALSE
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else if(isobj(AM))
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if((!allow_dense && AM.density) || AM.anchored || AM.has_buckled_mobs())
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return FALSE
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else if(isitem(AM) && !HAS_TRAIT(AM, TRAIT_NODROP))
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return TRUE
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else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
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return FALSE
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else
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return FALSE
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return TRUE
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/obj/structure/closet/proc/close(mob/living/user)
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if(!opened || !can_close(user))
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return FALSE
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take_contents()
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playsound(loc, close_sound, close_sound_volume, TRUE, -3)
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opened = FALSE
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set_density(TRUE)
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update_appearance()
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after_close(user)
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return TRUE
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///Proc to override for effects after closing a door
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/obj/structure/closet/proc/after_close(mob/living/user)
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return
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/obj/structure/closet/proc/toggle(mob/living/user)
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if(opened)
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return close(user)
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else
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return open(user)
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/obj/structure/closet/deconstruct(disassembled = TRUE)
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if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
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new material_drop(loc, material_drop_amount)
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qdel(src)
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/obj/structure/closet/obj_break(damage_flag)
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. = ..()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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bust_open()
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/obj/structure/closet/attackby(obj/item/W, mob/user, params)
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if(user in src)
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return
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if(src.tool_interact(W,user))
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return 1 // No afterattack
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else
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return ..()
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/obj/structure/closet/proc/tool_interact(obj/item/W, mob/living/user)//returns TRUE if attackBy call shouldn't be continued (because tool was used/closet was of wrong type), FALSE if otherwise
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. = TRUE
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if(opened)
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if(istype(W, cutting_tool))
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if(W.tool_behaviour == TOOL_WELDER)
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if(!W.tool_start_check(user, amount=0))
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return
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to_chat(user, span_notice("You begin cutting \the [src] apart..."))
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if(W.use_tool(src, user, 40, volume=50))
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if(!opened)
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return
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user.visible_message(span_notice("[user] slices apart \the [src]."),
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span_notice("You cut \the [src] apart with \the [W]."),
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span_hear("You hear welding."))
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deconstruct(TRUE)
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return
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else // for example cardboard box is cut with wirecutters
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user.visible_message(span_notice("[user] cut apart \the [src]."), \
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span_notice("You cut \the [src] apart with \the [W]."))
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deconstruct(TRUE)
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return
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if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
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return
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else if(W.tool_behaviour == TOOL_WELDER && can_weld_shut)
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if(!W.tool_start_check(user, amount=0))
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return
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to_chat(user, span_notice("You begin [welded ? "unwelding":"welding"] \the [src]..."))
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if(W.use_tool(src, user, 40, volume=50))
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if(opened)
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return
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welded = !welded
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after_weld(welded)
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user.visible_message(span_notice("[user] [welded ? "welds shut" : "unwelded"] \the [src]."),
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span_notice("You [welded ? "weld" : "unwelded"] \the [src] with \the [W]."),
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span_hear("You hear welding."))
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log_game("[key_name(user)] [welded ? "welded":"unwelded"] closet [src] with [W] at [AREACOORD(src)]")
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update_appearance()
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else if(W.tool_behaviour == TOOL_WRENCH && anchorable)
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if(isinspace() && !anchored)
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return
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set_anchored(!anchored)
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W.play_tool_sound(src, 75)
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user.visible_message(span_notice("[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground."), \
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span_notice("You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground."), \
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span_hear("You hear a ratchet."))
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else if(!user.combat_mode)
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var/item_is_id = W.GetID()
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if(!item_is_id)
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return FALSE
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if(item_is_id || !toggle(user))
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togglelock(user)
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else
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return FALSE
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/obj/structure/closet/proc/after_weld(weld_state)
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
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if(!istype(O) || O.anchored || istype(O, /atom/movable/screen))
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return
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if(!istype(user) || user.incapacitated() || user.body_position == LYING_DOWN)
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return
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if(!Adjacent(user) || !user.Adjacent(O))
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return
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if(user == O) //try to climb onto it
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return ..()
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if(!opened)
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return
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if(!isturf(O.loc))
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return
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var/actuallyismob = 0
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if(isliving(O))
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actuallyismob = 1
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else if(!isitem(O))
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return
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var/turf/T = get_turf(src)
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var/list/targets = list(O, src)
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add_fingerprint(user)
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user.visible_message(span_warning("[user] [actuallyismob ? "tries to ":""]stuff [O] into [src]."), \
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span_warning("You [actuallyismob ? "try to ":""]stuff [O] into [src]."), \
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span_hear("You hear clanging."))
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if(actuallyismob)
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if(do_after_mob(user, targets, 40))
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user.visible_message(span_notice("[user] stuffs [O] into [src]."), \
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span_notice("You stuff [O] into [src]."), \
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span_hear("You hear a loud metal bang."))
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var/mob/living/L = O
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if(!issilicon(L))
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L.Paralyze(40)
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if(istype(src, /obj/structure/closet/supplypod/extractionpod))
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O.forceMove(src)
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else
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O.forceMove(T)
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close()
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else
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O.forceMove(T)
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return 1
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/obj/structure/closet/relaymove(mob/living/user, direction)
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if(user.stat || !isturf(loc))
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return
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if(locked)
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if(message_cooldown <= world.time)
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message_cooldown = world.time + 50
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to_chat(user, span_warning("[src]'s door won't budge!"))
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return
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container_resist_act(user)
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/obj/structure/closet/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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if(user.body_position == LYING_DOWN && get_dist(src, user) > 0)
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return
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if(!toggle(user))
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togglelock(user)
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/obj/structure/closet/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/closet/attack_robot(mob/user)
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if(user.Adjacent(src))
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return attack_hand(user)
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/obj/structure/closet/attack_robot_secondary(mob/user, list/modifiers)
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if(!user.Adjacent(src))
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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togglelock(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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// tk grab then use on self
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/obj/structure/closet/attack_self_tk(mob/user)
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if(attack_hand(user))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/structure/closet/verb/verb_toggleopen()
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set src in view(1)
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set category = "Object"
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set name = "Toggle Open"
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if(!usr.canUseTopic(src, BE_CLOSE) || !isturf(loc))
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return
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if(iscarbon(usr) || issilicon(usr) || isdrone(usr))
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return toggle(usr)
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else
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to_chat(usr, span_warning("This mob type can't use this verb."))
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// Objects that try to exit a locker by stepping were doing so successfully,
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// and due to an oversight in turf/Enter() were going through walls. That
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// should be independently resolved, but this is also an interesting twist.
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/obj/structure/closet/Exit(atom/movable/leaving, direction)
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open()
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if(leaving.loc == src)
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return FALSE
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return TRUE
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/obj/structure/closet/container_resist_act(mob/living/user)
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if(opened)
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return
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if(ismovable(loc))
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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var/atom/movable/AM = loc
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AM.relay_container_resist_act(user, src)
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return
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if(!welded && !locked)
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open()
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return
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//okay, so the closet is either welded or locked... resist!!!
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
|
|
user.visible_message(span_warning("[src] begins to shake violently!"), \
|
|
span_notice("You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)"), \
|
|
span_hear("You hear banging from [src]."))
|
|
if(do_after(user,(breakout_time), target = src))
|
|
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
|
|
return
|
|
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
|
|
user.visible_message(span_danger("[user] successfully broke out of [src]!"),
|
|
span_notice("You successfully break out of [src]!"))
|
|
bust_open()
|
|
else
|
|
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
|
|
to_chat(user, span_warning("You fail to break out of [src]!"))
|
|
|
|
/obj/structure/closet/proc/bust_open()
|
|
SIGNAL_HANDLER
|
|
welded = FALSE //applies to all lockers
|
|
locked = FALSE //applies to critter crates and secure lockers only
|
|
broken = TRUE //applies to secure lockers only
|
|
open()
|
|
|
|
/obj/structure/closet/attack_hand_secondary(mob/user, modifiers)
|
|
. = SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
|
|
return
|
|
|
|
if(!opened && secure)
|
|
togglelock(user)
|
|
|
|
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
|
|
if(secure && !broken)
|
|
if(allowed(user))
|
|
if(iscarbon(user))
|
|
add_fingerprint(user)
|
|
locked = !locked
|
|
user.visible_message(span_notice("[user] [locked ? null : "un"]locks [src]."),
|
|
span_notice("You [locked ? null : "un"]lock [src]."))
|
|
update_appearance()
|
|
else if(!silent)
|
|
to_chat(user, span_alert("Access Denied."))
|
|
else if(secure && broken)
|
|
to_chat(user, span_warning("\The [src] is broken!"))
|
|
|
|
/obj/structure/closet/emag_act(mob/user)
|
|
if(secure && !broken)
|
|
if(user)
|
|
user.visible_message(span_warning("Sparks fly from [src]!"),
|
|
span_warning("You scramble [src]'s lock, breaking it open!"),
|
|
span_hear("You hear a faint electrical spark."))
|
|
playsound(src, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
|
|
broken = TRUE
|
|
locked = FALSE
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
|
|
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
|
|
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
|
|
|
|
/obj/structure/closet/emp_act(severity)
|
|
. = ..()
|
|
if(. & EMP_PROTECT_SELF)
|
|
return
|
|
if (!(. & EMP_PROTECT_CONTENTS))
|
|
for(var/obj/O in src)
|
|
O.emp_act(severity)
|
|
if(secure && !broken && !(. & EMP_PROTECT_SELF))
|
|
if(prob(50 / severity))
|
|
locked = !locked
|
|
update_appearance()
|
|
if(prob(20 / severity) && !opened)
|
|
if(!locked)
|
|
open()
|
|
else
|
|
req_access = list()
|
|
req_access += pick(SSid_access.get_region_access_list(list(REGION_ALL_STATION)))
|
|
|
|
/obj/structure/closet/contents_explosion(severity, target)
|
|
switch(severity)
|
|
if(EXPLODE_DEVASTATE)
|
|
SSexplosions.high_mov_atom += contents
|
|
if(EXPLODE_HEAVY)
|
|
SSexplosions.med_mov_atom += contents
|
|
if(EXPLODE_LIGHT)
|
|
SSexplosions.low_mov_atom += contents
|
|
|
|
/obj/structure/closet/singularity_act()
|
|
dump_contents()
|
|
..()
|
|
|
|
/obj/structure/closet/AllowDrop()
|
|
return TRUE
|
|
|
|
/obj/structure/closet/return_temperature()
|
|
return
|
|
|
|
#undef LOCKER_FULL
|