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* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name. It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
248 lines
7.4 KiB
Plaintext
248 lines
7.4 KiB
Plaintext
/*
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CONTAINS:
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SAFES
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FLOOR SAFES
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*/
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/// Chance for a sound clue
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#define SOUND_CHANCE 10
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/// Explosion number threshold for opening safe
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#define BROKEN_THRESHOLD 3
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//SAFES
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/obj/structure/safe
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name = "safe"
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desc = "A huge chunk of metal with a dial embedded in it. Fine print on the dial reads \"Scarborough Arms - 2 tumbler safe, guaranteed thermite resistant, explosion resistant, and assistant resistant.\""
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icon = 'icons/obj/structures.dmi'
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icon_state = "safe"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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/// The maximum combined w_class of stuff in the safe
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var/maxspace = 24
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/// The amount of tumblers that will be generated
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var/number_of_tumblers = 2
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/// Whether the safe is open or not
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var/open = FALSE
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/// Whether the safe is locked or not
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var/locked = TRUE
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/// The position the dial is pointing to
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var/dial = 0
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/// The list of tumbler dial positions that need to be hit
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var/list/tumblers = list()
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/// The index in the tumblers list of the tumbler dial position that needs to be hit
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var/current_tumbler_index = 1
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/// The combined w_class of everything in the safe
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var/space = 0
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/// Tough, but breakable if explosion counts reaches set value
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var/explosion_count = 0
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/obj/structure/safe/Initialize(mapload)
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. = ..()
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// Combination generation
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for(var/iterating in 1 to number_of_tumblers)
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tumblers.Add(rand(0, 99))
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if(!mapload)
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return
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// Put as many items on our turf inside as possible
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for(var/obj/item/inserting_item in loc)
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if(space >= maxspace)
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return
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if(inserting_item.w_class + space <= maxspace)
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space += inserting_item.w_class
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inserting_item.forceMove(src)
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/obj/structure/safe/update_icon_state()
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icon_state = "[initial(icon_state)][open ? "-open" : null]"
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return ..()
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/obj/structure/safe/attackby(obj/item/attacking_item, mob/user, params)
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if(open)
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. = TRUE //no afterattack
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if(attacking_item.w_class + space <= maxspace)
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if(!user.transferItemToLoc(attacking_item, src))
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to_chat(user, span_warning("\The [attacking_item] is stuck to your hand, you cannot put it in the safe!"))
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return
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space += attacking_item.w_class
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to_chat(user, span_notice("You put [attacking_item] in [src]."))
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else
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to_chat(user, span_warning("[attacking_item] won't fit in [src]."))
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else
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if(istype(attacking_item, /obj/item/clothing/neck/stethoscope))
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attack_hand(user)
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return
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else
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to_chat(user, span_warning("You can't put [attacking_item] into the safe while it is closed!"))
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return
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/obj/structure/safe/blob_act(obj/structure/blob/B)
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return
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/obj/structure/safe/ex_act(severity, target)
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if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
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explosion_count++
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switch(explosion_count)
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if(1)
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desc = initial(desc) + "\nIt looks a little banged up."
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if(2)
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desc = initial(desc) + "\nIt's pretty heavily damaged."
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if(3)
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desc = initial(desc) + "\nThe lock seems to be broken."
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/obj/structure/safe/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/simple/safe),
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)
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/obj/structure/safe/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Safe", name)
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ui.open()
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/obj/structure/safe/ui_data(mob/user)
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var/list/data = list()
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data["dial"] = dial
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data["open"] = open
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data["locked"] = locked
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data["broken"] = check_broken()
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if(open)
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var/list/contents_names = list()
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data["contents"] = contents_names
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for(var/obj/O in contents)
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contents_names[++contents_names.len] = list("name" = O.name, "sprite" = O.icon_state)
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user << browse_rsc(icon(O.icon, O.icon_state), "[O.icon_state].png")
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return data
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/obj/structure/safe/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(!ishuman(usr))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.canUseTopic(src, be_close = TRUE))
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return
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var/canhear = FALSE
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if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
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canhear = TRUE
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switch(action)
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if("open")
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if(!check_unlocked() && !open && !broken)
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to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
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return
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to_chat(user, span_notice("You [open ? "close" : "open"] [src]."))
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open = !open
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update_appearance()
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return TRUE
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if("turnright")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial - 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("turnleft")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial + 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("retrieve")
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if(!open)
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return
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var/index = text2num(params["index"])
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if(!index)
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return
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var/obj/item/retrieved_item = contents[index]
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if(!retrieved_item || !in_range(src, user))
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return
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user.put_in_hands(retrieved_item)
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space -= retrieved_item.w_class
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return TRUE
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/**
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* Checks if safe is considered in a broken state for force-opening the safe
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*/
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/obj/structure/safe/proc/check_broken()
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return broken || explosion_count >= BROKEN_THRESHOLD
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/**
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* Called every dial turn to determine whether the safe should unlock or not.
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*/
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/obj/structure/safe/proc/check_unlocked()
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if(check_broken())
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return TRUE
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if(current_tumbler_index > number_of_tumblers)
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locked = FALSE
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visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
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return TRUE
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locked = TRUE
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return FALSE
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/**
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* Called every dial turn to provide feedback if possible.
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*/
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/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
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if(!canhear)
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return
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if(current_tick == 2)
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to_chat(user, "<span class='italics'>The sounds from [src] are too fast and blend together.</span>")
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if(total_ticks == 1 || prob(SOUND_CHANCE))
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balloon_alert(user, pick(sounds))
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//FLOOR SAFES
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/obj/structure/safe/floor
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name = "floor safe"
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icon_state = "floorsafe"
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density = FALSE
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layer = LOW_OBJ_LAYER
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/obj/structure/safe/floor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/undertile)
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#undef SOUND_CHANCE
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#undef BROKEN_THRESHOLD
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