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* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com>
214 lines
6.8 KiB
Plaintext
214 lines
6.8 KiB
Plaintext
#define BOOKCASE_UNANCHORED 0
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#define BOOKCASE_ANCHORED 1
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#define BOOKCASE_FINISHED 2
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/service/library.dmi'
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icon_state = "bookempty"
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desc = "A great place for storing knowledge."
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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resistance_flags = FLAMMABLE
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max_integrity = 200
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armor_type = /datum/armor/structure_bookcase
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var/state = BOOKCASE_UNANCHORED
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/// When enabled, books_to_load number of random books will be generated for this bookcase
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var/load_random_books = FALSE
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/// The category of books to pick from when populating random books.
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var/random_category = null
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/// How many random books to generate.
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var/books_to_load = 0
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/datum/armor/structure_bookcase
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fire = 50
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/obj/structure/bookcase/Initialize(mapload)
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. = ..()
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if(!mapload || QDELETED(src))
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return
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// Only mapload from here on
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set_anchored(TRUE)
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state = BOOKCASE_FINISHED
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for(var/obj/item/I in loc)
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if(!isbook(I))
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continue
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I.forceMove(src)
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update_appearance()
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if(SSlibrary.initialized)
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INVOKE_ASYNC(src, PROC_REF(load_shelf))
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else
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SSlibrary.shelves_to_load += src
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///proc for doing things after a bookcase is randomly populated
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/obj/structure/bookcase/proc/after_random_load()
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return
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///Loads the shelf, both by allowing it to generate random items, and by adding its contents to a list used by library machines
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/obj/structure/bookcase/proc/load_shelf()
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//Loads a random selection of books in from the db, adds a copy of their info to a global list
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//To send to library consoles as a starting inventory
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if(load_random_books)
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create_random_books(books_to_load, src, FALSE, random_category)
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after_random_load()
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update_appearance() //Make sure you look proper
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var/area/our_area = get_area(src)
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var/area_type = our_area.type //Save me from the dark
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if(!SSlibrary.books_by_area[area_type])
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SSlibrary.books_by_area[area_type] = list()
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//Time to populate that list
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var/list/books_in_area = SSlibrary.books_by_area[area_type]
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for(var/obj/item/book/book in contents)
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var/datum/book_info/info = book.book_data
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books_in_area += info.return_copy()
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/obj/structure/bookcase/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
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else
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. += span_notice("It's secured in place with <b>bolts</b>.")
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switch(state)
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if(BOOKCASE_UNANCHORED)
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. += span_notice("There's a <b>small crack</b> visible on the back panel.")
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if(BOOKCASE_ANCHORED)
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. += span_notice("There's space inside for a <i>wooden</i> shelf.")
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if(BOOKCASE_FINISHED)
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. += span_notice("There's a <b>small crack</b> visible on the shelf.")
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/obj/structure/bookcase/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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state = anchorvalue
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if(!anchorvalue) //in case we were vareditted or uprooted by a hostile mob, ensure we drop all our books instead of having them disappear till we're rebuild.
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var/atom/Tsec = drop_location()
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for(var/obj/I in contents)
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if(!isbook(I))
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continue
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I.forceMove(Tsec)
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update_appearance()
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/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
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switch(state)
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if(BOOKCASE_UNANCHORED)
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if(I.tool_behaviour == TOOL_WRENCH)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You wrench the frame into place."))
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set_anchored(TRUE)
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You pry the frame apart."))
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deconstruct(TRUE)
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if(BOOKCASE_ANCHORED)
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.get_amount() >= 2)
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W.use(2)
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to_chat(user, span_notice("You add a shelf."))
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state = BOOKCASE_FINISHED
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update_appearance()
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else if(I.tool_behaviour == TOOL_WRENCH)
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You unwrench the frame."))
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set_anchored(FALSE)
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if(BOOKCASE_FINISHED)
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if(isbook(I))
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if(!user.transferItemToLoc(I, src))
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return
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update_appearance()
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else if(atom_storage)
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for(var/obj/item/T in I.contents)
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if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
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atom_storage.attempt_remove(T, src)
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to_chat(user, span_notice("You empty \the [I] into \the [src]."))
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update_appearance()
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else if(istype(I, /obj/item/pen))
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if(!user.can_perform_action(src) || !user.can_write(I))
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return
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var/newname = tgui_input_text(user, "What would you like to title this bookshelf?", "Bookshelf Renaming", max_length = MAX_NAME_LEN)
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if(!user.can_perform_action(src) || !user.can_write(I))
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return
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if(!newname)
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return
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else
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name = "bookcase ([sanitize(newname)])"
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(length(contents))
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to_chat(user, span_warning("You need to remove the books first!"))
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else
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You pry the shelf out."))
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new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
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state = BOOKCASE_ANCHORED
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update_appearance()
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else
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return ..()
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/obj/structure/bookcase/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(!istype(user))
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return
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if(!length(contents))
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return
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var/obj/item/book/choice = tgui_input_list(user, "Book to remove from the shelf", "Remove Book", sort_names(contents.Copy()))
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if(isnull(choice))
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return
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if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
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return
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if(ishuman(user))
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if(!user.get_active_held_item())
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user.put_in_hands(choice)
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else
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choice.forceMove(drop_location())
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update_appearance()
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/obj/structure/bookcase/deconstruct(disassembled = TRUE)
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var/atom/Tsec = drop_location()
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new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
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for(var/obj/item/I in contents)
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if(!isbook(I)) //Wake me up inside
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continue
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I.forceMove(Tsec)
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return ..()
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/obj/structure/bookcase/update_icon_state()
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if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
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icon_state = "bookempty"
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return ..()
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var/amount = length(contents)
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icon_state = "book-[clamp(amount, 0, 5)]"
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return ..()
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/obj/structure/bookcase/manuals/engineering
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name = "engineering manuals bookcase"
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/obj/structure/bookcase/manuals/engineering/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/engineering_construction(src)
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new /obj/item/book/manual/wiki/engineering_hacking(src)
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new /obj/item/book/manual/wiki/engineering_guide(src)
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new /obj/item/book/manual/wiki/robotics_cyborgs(src)
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update_appearance()
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/obj/structure/bookcase/manuals/research_and_development
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name = "\improper R&D manuals bookcase"
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/obj/structure/bookcase/manuals/research_and_development/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/research_and_development(src)
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update_appearance()
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#undef BOOKCASE_UNANCHORED
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#undef BOOKCASE_ANCHORED
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#undef BOOKCASE_FINISHED
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