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## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑
207 lines
6.9 KiB
Plaintext
207 lines
6.9 KiB
Plaintext
/* Filing cabinets!
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* Contains:
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* Filing Cabinets
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* Security Record Cabinets
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* Medical Record Cabinets
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* Employment Contract Cabinets
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*/
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/*
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* Filing Cabinets
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*/
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/obj/structure/filingcabinet
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SET_BASE_VISUAL_PIXEL(0, DEPTH_OFFSET)
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name = "filing cabinet"
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desc = "A large cabinet with drawers."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "filingcabinet"
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density = TRUE
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anchored = TRUE
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/obj/structure/filingcabinet/chestdrawer
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name = "chest drawer"
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icon_state = "chestdrawer"
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/obj/structure/filingcabinet/chestdrawer/wheeled
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name = "rolling chest drawer"
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desc = "A small cabinet with drawers. This one has wheels!"
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anchored = FALSE
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/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
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icon_state = "tallcabinet"
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/obj/structure/filingcabinet/Initialize(mapload)
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. = ..()
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if(mapload)
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for(var/obj/item/I in loc)
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if(I.w_class < WEIGHT_CLASS_NORMAL) //there probably shouldn't be anything placed ontop of filing cabinets in a map that isn't meant to go in them
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I.forceMove(src)
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/obj/structure/filingcabinet/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 2)
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for(var/obj/item/obj in src)
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obj.forceMove(loc)
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/obj/structure/filingcabinet/attackby(obj/item/P, mob/living/user, params)
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var/list/modifiers = params2list(params)
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if(P.tool_behaviour == TOOL_WRENCH && LAZYACCESS(modifiers, RIGHT_CLICK))
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to_chat(user, span_notice("You begin to [anchored ? "unwrench" : "wrench"] [src]."))
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You successfully [anchored ? "unwrench" : "wrench"] [src]."))
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set_anchored(!anchored)
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else if(P.w_class < WEIGHT_CLASS_NORMAL)
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if(!user.transferItemToLoc(P, src))
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return
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to_chat(user, span_notice("You put [P] in [src]."))
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icon_state = "[initial(icon_state)]-open"
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sleep(0.5 SECONDS)
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icon_state = initial(icon_state)
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else if(!user.combat_mode)
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to_chat(user, span_warning("You can't put [P] in [src]!"))
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else
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return ..()
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/obj/structure/filingcabinet/attack_hand(mob/living/carbon/user, list/modifiers)
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. = ..()
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ui_interact(user)
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/obj/structure/filingcabinet/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, "FilingCabinet")
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ui.open()
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/obj/structure/filingcabinet/ui_data(mob/user)
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var/list/data = list()
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data["cabinet_name"] = "[name]"
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data["contents"] = list()
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data["contents_ref"] = list()
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for(var/obj/item/content in src)
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data["contents"] += "[content]"
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data["contents_ref"] += "[REF(content)]"
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return data
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/obj/structure/filingcabinet/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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// Take the object out
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if("remove_object")
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var/obj/item/content = locate(params["ref"]) in src
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if(istype(content) && in_range(src, usr))
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usr.put_in_hands(content)
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icon_state = "[initial(icon_state)]-open"
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addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), 0.5 SECONDS)
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return TRUE
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/obj/structure/filingcabinet/attack_tk(mob/user)
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if(anchored)
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return attack_self_tk(user)
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return ..()
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/obj/structure/filingcabinet/attack_self_tk(mob/user)
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. = ITEM_INTERACT_BLOCKING
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if(contents.len)
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if(prob(40 + contents.len * 5))
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var/obj/item/I = pick(contents)
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I.forceMove(loc)
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if(prob(25))
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step_rand(I)
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to_chat(user, span_notice("You pull \a [I] out of [src] at random."))
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return
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to_chat(user, span_notice("You find nothing in [src]."))
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/*
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* Security Record Cabinets
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*/
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/obj/structure/filingcabinet/security
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var/virgin = TRUE
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/obj/structure/filingcabinet/security/proc/populate()
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if(!virgin)
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return
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for(var/datum/record/crew/target in GLOB.manifest.general)
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var/obj/item/paper/rapsheet = target.get_rapsheet()
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rapsheet.forceMove(src)
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virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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/obj/structure/filingcabinet/security/attack_hand(mob/user, list/modifiers)
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populate()
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return ..()
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/obj/structure/filingcabinet/security/attack_tk()
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populate()
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return ..()
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/*
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* Medical Record Cabinets
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*/
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/obj/structure/filingcabinet/medical
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///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
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var/virgin = TRUE
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/obj/structure/filingcabinet/medical/proc/populate()
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if(!virgin)
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return
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for(var/datum/record/crew/record in GLOB.manifest.general)
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var/obj/item/paper/med_record_paper = new /obj/item/paper(src)
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var/med_record_text = "<CENTER><B>Medical Record</B></CENTER><BR>"
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med_record_text += "Name: [record.name] Rank: [record.rank]<BR>\nGender: [record.gender]<BR>\nAge: [record.age]<BR>"
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med_record_text += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [record.blood_type]<BR>\nDNA: [record.dna_string]<BR>\n<BR>\nPhysical Status: [record.physical_status]<BR>\nMental Status: [record.mental_status]<BR>\nMinor Disabilities: [record.minor_disabilities]<BR>\nDetails: [record.minor_disabilities_desc]<BR>\n<BR>\nMajor Disabilities: [record.major_disabilities]<BR>\nDetails: [record.major_disabilities_desc]<BR>\n<BR>\nImportant Notes:<BR>\n\t[record.medical_notes]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
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med_record_text += "</TT>"
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med_record_paper.add_raw_text(med_record_text)
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med_record_paper.name = "paper - '[record.name]'"
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med_record_paper.update_appearance()
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virgin = FALSE //tabbing here is correct- it's possible for people to try and use it
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//before the records have been generated, so we do this inside the loop.
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/filingcabinet/medical/attack_hand(mob/user, list/modifiers)
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populate()
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return ..()
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/obj/structure/filingcabinet/medical/attack_tk()
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populate()
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return ..()
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/*
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* Employment contract Cabinets
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*/
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GLOBAL_LIST_EMPTY(employmentCabinets)
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/obj/structure/filingcabinet/employment
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icon_state = "employmentcabinet"
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///This var is so that its filled on crew interaction to be as accurate (including latejoins) as possible, true until first interact
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var/virgin = TRUE
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/obj/structure/filingcabinet/employment/Initialize(mapload)
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. = ..()
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GLOB.employmentCabinets += src
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/obj/structure/filingcabinet/employment/Destroy()
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GLOB.employmentCabinets -= src
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return ..()
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/obj/structure/filingcabinet/employment/proc/fillCurrent()
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//This proc fills the cabinet with the current crew.
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for(var/datum/record/locked/target in GLOB.manifest.locked)
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var/datum/mind/filed_mind = target.mind_ref.resolve()
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if(filed_mind && ishuman(filed_mind.current))
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addFile(filed_mind.current)
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/obj/structure/filingcabinet/employment/proc/addFile(mob/living/carbon/human/employee)
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new /obj/item/paper/employment_contract(src, employee.mind.name)
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/obj/structure/filingcabinet/employment/interact(mob/user)
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if(virgin)
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fillCurrent()
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virgin = FALSE
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return ..()
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