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## About The Pull Request For instances of athletics gains that don't involve workout machinery/granting the exercised status effect, those sources of experience suffer from increasing diminishing returns as the person gains athletics levels. ## Why It's Good For The Game While I still like that this lets more people engage with athletics across a round, it did unfortunately trivialize getting higher levels of athletics by doing some relatively banal activities that took really no preparation to accomplish. The intended method of getting experience should be the workout equipment, and so at a certain point these sources of experience should stop granting free levels. If someone refuses to interact with the workout mechanics and only chooses to use these alternative methods, then uh....I guess all the more power to them but they'll be there for a while. ## Changelog 🆑 balance: Athletics experience gain from non-workout sources, such as climbing ladders, hopping tables and rope climbing, experience diminishing returns as you gain athletics levels. To reach legendary fitness, you really should hit the gym. /🆑
467 lines
15 KiB
Plaintext
467 lines
15 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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base_icon_state = "ladder"
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anchored = TRUE
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obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
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///the ladder below this one
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VAR_FINAL/obj/structure/ladder/down
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///the ladder above this one
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VAR_FINAL/obj/structure/ladder/up
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/// Ladders crafted midround can only link to other ladders crafted midround
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var/crafted = FALSE
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/// travel time for ladder in deciseconds
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var/travel_time = 1 SECONDS
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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..()
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GLOB.ladders += src
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if(up)
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link_up(up)
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if(down)
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link_down(down)
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register_context()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(up)
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context[SCREENTIP_CONTEXT_LMB] = "Climb up"
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if(down)
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context[SCREENTIP_CONTEXT_RMB] = "Climb down"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/ladder/examine(mob/user)
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. = ..()
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. += span_info("[EXAMINE_HINT("Left-click")] it to start moving up; [EXAMINE_HINT("Right-click")] to start moving down.")
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/obj/structure/ladder/Destroy(force)
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GLOB.ladders -= src
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disconnect()
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return ..()
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/// Trait source applied by ladder holes
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#define SOURCE_LADDER(ladder) "ladder_[REF(ladder)]"
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/// Abstract object used to represent a hole in the floor created by a ladder
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/obj/effect/abstract/ladder_hole
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = TRANSPARENT_FLOOR_PLANE
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layer = SPACE_LAYER
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alpha = 254
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/// The ladder that created this hole
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VAR_FINAL/obj/structure/ladder/ladder
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/obj/effect/abstract/ladder_hole/Initialize(mapload, obj/structure/ladder/ladder)
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. = ..()
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if(isnull(ladder) || !isopenturf(loc) || isopenspaceturf(loc))
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return INITIALIZE_HINT_QDEL
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for(var/obj/effect/abstract/ladder_hole/hole in loc)
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if(hole.ladder == ladder)
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return INITIALIZE_HINT_QDEL
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src.ladder = ladder
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RegisterSignal(ladder, COMSIG_QDELETING, PROC_REF(cleanup))
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icon = ladder.icon
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icon_state = "[ladder.base_icon_state]_hole"
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render_target = "*[SOURCE_LADDER(ladder)]"
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ADD_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
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ADD_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
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RegisterSignal(loc, COMSIG_TURF_CHANGE, PROC_REF(turf_changing))
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RegisterSignal(loc, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(add_ladder_rim))
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loc.add_filter(SOURCE_LADDER(ladder), 1, alpha_mask_filter(
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x = ladder.pixel_x + ladder.pixel_w,
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y = ladder.pixel_y + ladder.pixel_z,
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render_source = "*[SOURCE_LADDER(ladder)]",
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flags = MASK_INVERSE,
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))
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loc.update_appearance(UPDATE_OVERLAYS)
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/obj/effect/abstract/ladder_hole/Destroy()
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if(isnull(ladder))
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return ..()
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if(isopenturf(loc))
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UnregisterSignal(loc, list(COMSIG_TURF_CHANGE, COMSIG_ATOM_UPDATE_OVERLAYS))
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REMOVE_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
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REMOVE_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
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loc.remove_filter(SOURCE_LADDER(ladder))
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loc.update_appearance(UPDATE_OVERLAYS)
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UnregisterSignal(ladder, COMSIG_QDELETING)
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ladder = null
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return ..()
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/obj/effect/abstract/ladder_hole/proc/cleanup()
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SIGNAL_HANDLER
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// the ladder will qdel us in its Destroy regardless, when it unlinks
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// this is just an extra layer of safety, in case the ladder gets moved or something
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qdel(src)
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/obj/effect/abstract/ladder_hole/proc/turf_changing(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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post_change_callbacks += CALLBACK(ladder, TYPE_PROC_REF(/obj/structure/ladder, make_base_transparent))
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qdel(src)
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/obj/effect/abstract/ladder_hole/proc/add_ladder_rim(turf/source, list/overlays)
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SIGNAL_HANDLER
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var/mutable_appearance/rim = mutable_appearance(
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icon = ladder.icon,
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icon_state = "[ladder.base_icon_state]_rim",
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layer = TURF_DECAL_LAYER,
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plane = FLOOR_PLANE,
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offset_spokesman = source,
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)
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rim.pixel_w = ladder.pixel_w
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rim.pixel_x = ladder.pixel_x
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rim.pixel_y = ladder.pixel_y
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rim.pixel_z = ladder.pixel_z
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overlays += rim
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/// Makes the base of the ladder transparent
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/obj/structure/ladder/proc/make_base_transparent()
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if(!SSmapping.level_trait(z, ZTRAIT_DOWN)) // Ladders which are actually teleporting you to another z level
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return
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base_pixel_z = initial(base_pixel_z) + 12
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pixel_z = base_pixel_z
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new /obj/effect/abstract/ladder_hole(loc, src)
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/// Clears any ladder holes created by this ladder
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/obj/structure/ladder/proc/clear_base_transparency()
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base_pixel_z = initial(base_pixel_z)
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pixel_z = base_pixel_z
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for(var/obj/effect/abstract/ladder_hole/hole in loc)
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if(hole.ladder == src)
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qdel(hole)
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#undef SOURCE_LADDER
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/// Links this ladder to passed ladder (which should generally be below it)
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/obj/structure/ladder/proc/link_down(obj/structure/ladder/down_ladder)
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if(down)
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return
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down = down_ladder
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down_ladder.up = src
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down_ladder.update_appearance(UPDATE_ICON_STATE)
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update_appearance(UPDATE_ICON_STATE)
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make_base_transparent()
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/// Unlinks this ladder from the ladder below it.
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/obj/structure/ladder/proc/unlink_down()
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if(!down)
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return
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down.up = null
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down.update_appearance(UPDATE_ICON_STATE)
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down = null
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update_appearance(UPDATE_ICON_STATE)
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clear_base_transparency()
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/// Links this ladder to passed ladder (which should generally be above it)
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/obj/structure/ladder/proc/link_up(obj/structure/ladder/up_ladder)
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if(up)
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return
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up = up_ladder
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up_ladder.down = src
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up_ladder.make_base_transparent()
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up_ladder.update_appearance(UPDATE_ICON_STATE)
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update_appearance(UPDATE_ICON_STATE)
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/// Unlinks this ladder from the ladder above it.
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/obj/structure/ladder/proc/unlink_up()
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if(!up)
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return
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up.down = null
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up.clear_base_transparency()
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up.update_appearance(UPDATE_ICON_STATE)
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up = null
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update_appearance(UPDATE_ICON_STATE)
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/// Helper to unlink everything
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/obj/structure/ladder/proc/disconnect()
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unlink_down()
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unlink_up()
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/base = get_turf(src)
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if(isnull(down))
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var/obj/structure/ladder/new_down = locate() in GET_TURF_BELOW(base)
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if (new_down && crafted == new_down.crafted)
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link_down(new_down)
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if(isnull(up))
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var/obj/structure/ladder/new_up = locate() in GET_TURF_ABOVE(base)
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if (new_up && crafted == new_up.crafted)
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link_up(new_up)
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// Linking updates our icon, so if we failed both links we need a manual update
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if(isnull(down) && isnull(up))
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update_appearance(UPDATE_ICON_STATE)
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/obj/structure/ladder/update_icon_state()
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icon_state = "[base_icon_state][!!up][!!down]"
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return ..()
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/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
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if (!(resistance_flags & INDESTRUCTIBLE))
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visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
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qdel(src)
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/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
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if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
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return
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if(!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(going_up ? !up : !down)
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balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
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return
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if(user.buckled && user.buckled.anchored)
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balloon_alert(user, "buckled to something anchored!")
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return
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if(travel_time)
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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else
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travel(user, going_up)
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add_fingerprint(user)
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/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
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show_initial_fluff_message(user, going_up)
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// Our climbers athletics ability
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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// Misc bonuses to the climb speed.
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var/misc_multiplier = 1
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var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if(istype(potential_spine))
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misc_multiplier *= potential_spine.athletics_boost_multiplier
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var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
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if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
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travel(user, going_up, grant_exp = TRUE)
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/// The message shown when the player starts climbing the ladder
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/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
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var/up_down = going_up ? "up" : "down"
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user.balloon_alert_to_viewers("climbing [up_down]...")
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/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
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var/obj/structure/ladder/ladder = going_up ? up : down
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if(!ladder)
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balloon_alert(user, "there's nothing that way!")
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return
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var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
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if(response & LADDER_TRAVEL_BLOCK)
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return
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var/turf/target = get_turf(ladder)
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user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
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if(grant_exp)
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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user.mind?.adjust_experience(/datum/skill/athletics, round(ATHLETICS_SKILL_MISC_EXP/(fitness_level || 1), 1)) //get a little experience for our trouble
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if(!is_ghost)
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show_final_fluff_message(user, ladder, going_up)
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// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
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// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
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// this way players can keep climbing up or down with ease until they reach an end.
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if(ladder.up && ladder.down)
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ladder.show_options(user, is_ghost)
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/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
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/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
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var/up_down = going_up ? "up" : "down"
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//POV of players around the source
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visible_message(span_notice("[user] climbs [up_down] [src]."))
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//POV of players around the destination
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user.balloon_alert_to_viewers("climbed [up_down]")
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/// Shows a radial menu that players can use to climb up and down a stair.
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/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
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var/list/tool_list = list()
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tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
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tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
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var/datum/callback/check_menu
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if(!is_ghost)
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check_menu = CALLBACK(src, PROC_REF(check_menu), user)
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var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
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var/going_up
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switch(result)
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if("Up")
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going_up = TRUE
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if("Down")
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going_up = FALSE
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else
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return
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if(is_ghost || !travel_time)
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travel(user, going_up, is_ghost)
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else
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
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if(user.incapacitated || (!user.Adjacent(src)))
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return FALSE
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return TRUE
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/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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use(user)
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/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
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/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attackby_secondary(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
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if(user.Adjacent(src))
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use(user)
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return TRUE
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/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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ghost_use(user)
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return ..()
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///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
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/obj/structure/ladder/proc/ghost_use(mob/user)
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if (!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(!up) //only goes down
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travel(user, going_up = FALSE, is_ghost = TRUE)
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else if(!down) //only goes up
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travel(user, going_up = TRUE, is_ghost = TRUE)
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else //goes both ways
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show_options(user, is_ghost = TRUE)
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// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
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/obj/structure/ladder/unbreakable
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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resistance_flags = INDESTRUCTIBLE
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var/id
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var/height = 0 // higher numbers are considered physically higher
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/obj/structure/ladder/unbreakable/LateInitialize()
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// Override the parent to find ladders based on being height-linked
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if (!id || (up && down))
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update_appearance()
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return
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for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
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if (unbreakable_ladder.id != id)
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continue // not one of our pals
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if (!down && unbreakable_ladder.height == height - 1)
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down = unbreakable_ladder
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unbreakable_ladder.up = src
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unbreakable_ladder.update_appearance()
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if (up)
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break // break if both our connections are filled
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else if (!up && unbreakable_ladder.height == height + 1)
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up = unbreakable_ladder
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unbreakable_ladder.down = src
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unbreakable_ladder.update_appearance()
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if (down)
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break // break if both our connections are filled
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update_appearance()
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/obj/structure/ladder/crafted
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crafted = TRUE
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