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Adds a few new types of stairs, and makes stairs buildable within rounds. Also removes the terminator sprite variation for stairs, because its basically unused and really not needed with plane cube multiz.
254 lines
8.3 KiB
Plaintext
254 lines
8.3 KiB
Plaintext
#define STAIR_TERMINATOR_AUTOMATIC 0
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#define STAIR_TERMINATOR_NO 1
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#define STAIR_TERMINATOR_YES 2
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// dir determines the direction of travel to go upwards
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// stairs require /turf/open/openspace as the tile above them to work, unless your stairs have 'force_open_above' set to TRUE
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// multiple stair objects can be chained together; the Z level transition will happen on the final stair object in the chain
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/obj/structure/stairs
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name = "stairs"
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs"
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anchored = TRUE
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var/force_open_above = FALSE // replaces the turf above this stair obj with /turf/open/openspace
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var/terminator_mode = STAIR_TERMINATOR_AUTOMATIC
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var/turf/listeningTo
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/obj/structure/stairs/north
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dir = NORTH
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/obj/structure/stairs/south
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dir = SOUTH
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/obj/structure/stairs/east
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dir = EAST
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/obj/structure/stairs/west
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dir = WEST
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/obj/structure/stairs/wood
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icon_state = "stairs_wood"
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/obj/structure/stairs/stone
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icon_state = "stairs_stone"
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/obj/structure/stairs/material
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icon_state = "stairs_material"
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/structure/stairs/Initialize(mapload)
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GLOB.stairs += src
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if(force_open_above)
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force_open_above()
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build_signal_listener()
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update_surrounding()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = .proc/on_exit,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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return ..()
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/obj/structure/stairs/Destroy()
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listeningTo = null
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GLOB.stairs -= src
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return ..()
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/obj/structure/stairs/Move() //Look this should never happen but...
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. = ..()
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if(force_open_above)
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build_signal_listener()
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update_surrounding()
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/obj/structure/stairs/proc/update_surrounding()
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update_appearance()
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for(var/i in GLOB.cardinals)
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var/turf/T = get_step(get_turf(src), i)
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var/obj/structure/stairs/S = locate() in T
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if(S)
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S.update_appearance()
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/obj/structure/stairs/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return //Let's not block ourselves.
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if(!isobserver(leaving) && isTerminator() && direction == dir)
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leaving.set_currently_z_moving(CURRENTLY_Z_ASCENDING)
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INVOKE_ASYNC(src, .proc/stair_ascend, leaving)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/stairs/Cross(atom/movable/AM)
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if(isTerminator() && (get_dir(src, AM) == dir))
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return FALSE
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return ..()
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/obj/structure/stairs/proc/stair_ascend(atom/movable/climber)
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var/turf/checking = get_step_multiz(get_turf(src), UP)
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if(!istype(checking))
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return
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if(!checking.zPassIn(climber, UP, get_turf(src)))
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return
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var/turf/target = get_step_multiz(get_turf(src), (dir|UP))
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if(istype(target) && !climber.can_z_move(DOWN, target, z_move_flags = ZMOVE_FALL_FLAGS)) //Don't throw them into a tile that will just dump them back down.
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climber.zMove(target = target, z_move_flags = ZMOVE_STAIRS_FLAGS)
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/// Moves anything that's being dragged by src or anything buckled to it to the stairs turf.
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climber.pulling?.move_from_pull(climber, loc, climber.glide_size)
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for(var/mob/living/buckled as anything in climber.buckled_mobs)
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buckled.pulling?.move_from_pull(buckled, loc, buckled.glide_size)
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/obj/structure/stairs/vv_edit_var(var_name, var_value)
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. = ..()
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if(!.)
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return
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if(var_name != NAMEOF(src, force_open_above))
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return
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if(!var_value)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW)
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listeningTo = null
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else
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build_signal_listener()
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force_open_above()
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/obj/structure/stairs/proc/build_signal_listener()
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW)
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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RegisterSignal(T, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_new)
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listeningTo = T
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/obj/structure/stairs/proc/force_open_above()
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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if(T && !istype(T))
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T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
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/obj/structure/stairs/proc/on_multiz_new(turf/source, dir)
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SIGNAL_HANDLER
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if(dir == UP)
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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if(T && !istype(T))
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T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
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/obj/structure/stairs/intercept_zImpact(list/falling_movables, levels = 1)
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. = ..()
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if(levels == 1 && isTerminator()) // Stairs won't save you from a steep fall.
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. |= FALL_INTERCEPTED | FALL_NO_MESSAGE | FALL_RETAIN_PULL
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/obj/structure/stairs/proc/isTerminator() //If this is the last stair in a chain and should move mobs up
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if(terminator_mode != STAIR_TERMINATOR_AUTOMATIC)
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return (terminator_mode == STAIR_TERMINATOR_YES)
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var/turf/T = get_turf(src)
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if(!T)
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return FALSE
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var/turf/them = get_step(T, dir)
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if(!them)
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return FALSE
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for(var/obj/structure/stairs/S in them)
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if(S.dir == dir)
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return FALSE
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return TRUE
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/obj/structure/stairs_frame
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name = "stairs frame"
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desc = "Everything you need to call something a staircase, aside from the stuff you actually step on."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs_frame"
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density = FALSE
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anchored = FALSE
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/// What type of stack will this drop on deconstruction?
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var/frame_stack = /obj/item/stack/rods
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/// How much of frame_stack should this drop on deconstruction?
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var/frame_stack_amount = 10
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/obj/structure/stairs_frame/wood
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name = "wooden stairs frame"
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desc = "Everything you need to build a staircase, minus the actual stairs, this one is made of wood."
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frame_stack = /obj/item/stack/sheet/mineral/wood
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/obj/structure/stairs_frame/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/structure/stairs_frame/examine(mob/living/carbon/human/user)
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. = ..()
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if(anchored)
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. += span_notice("The frame is anchored and can be made into proper stairs with 10 sheets of material.")
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else
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. += span_notice("The frame will need to be secured with a wrench before it can be completed.")
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/obj/structure/stairs_frame/wrench_act(mob/living/user, obj/item/used_tool)
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user.balloon_alert_to_viewers("securing stairs frame", "securing frame")
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used_tool.play_tool_sound(src)
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if(!used_tool.use_tool(src, user, 3 SECONDS))
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return TRUE
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if(anchored)
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anchored = FALSE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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return TRUE
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anchored = TRUE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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return TRUE
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/obj/structure/stairs_frame/wrench_act_secondary(mob/living/user, obj/item/used_tool)
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to_chat(user, span_notice("You start disassembling [src]..."))
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used_tool.play_tool_sound(src)
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if(!used_tool.use_tool(src, user, 3 SECONDS))
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return TRUE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct(TRUE)
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return TRUE
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/obj/structure/stairs_frame/deconstruct(disassembled = TRUE)
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new frame_stack(get_turf(src), frame_stack_amount)
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qdel(src)
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/obj/structure/stairs_frame/attackby(obj/item/attacked_by, mob/user, params)
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if(!isstack(attacked_by))
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return ..()
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if(!anchored)
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user.balloon_alert(user, "secure frame first")
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return TRUE
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var/obj/item/stack/material = attacked_by
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if(material.stairs_type)
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if(material.get_amount() < 10)
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to_chat(user, span_warning("You need ten [material.name] sheets to do this!"))
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return
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if(locate(/obj/structure/stairs) in loc)
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to_chat(user, span_warning("There's already stairs built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
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return
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make_new_stairs(material.stairs_type)
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else if(istype(material, /obj/item/stack/sheet))
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if(material.get_amount() < 10)
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to_chat(user, span_warning("You need ten sheets to do this!"))
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return
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if(locate(/obj/structure/stairs) in loc)
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to_chat(user, span_warning("There's already stairs built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
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return
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var/list/material_list = list()
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if(material.material_type)
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material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT * 10
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make_new_stairs(/obj/structure/stairs/material, material_list)
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return TRUE
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/obj/structure/stairs_frame/proc/make_new_stairs(stairs_type, custom_materials)
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var/obj/structure/stairs/new_stairs = new stairs_type(loc)
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new_stairs.setDir(dir)
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if(custom_materials)
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new_stairs.set_custom_materials(custom_materials)
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qdel(src)
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