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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-05 23:13:06 +00:00
Fixes issue 865.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4694 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -7,18 +7,18 @@
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var/last_time = 1.0
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/obj/structure/stool/bed/chair/e_chair/New()
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..()
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overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
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return
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/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(src.loc)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = src.dir
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src.part.loc = src.loc
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src.part.master = null
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src.part = null
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = dir
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part.loc = loc
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part.master = null
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part = null
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del(src)
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return
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return
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@@ -34,6 +34,7 @@
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else
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on = 1
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icon_state = "echair1"
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usr << "<span class='notice'>You switch [on ? "on" : "off"] [src].</span>"
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return
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/obj/structure/stool/bed/chair/e_chair/rotate()
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@@ -43,11 +44,11 @@
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return
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/obj/structure/stool/bed/chair/e_chair/proc/shock()
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if(!(src.on))
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if(!on)
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return
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if((src.last_time + 50) > world.time)
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if(last_time + 50 > world.time)
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return
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src.last_time = world.time
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last_time = world.time
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// special power handling
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var/area/A = get_area(src)
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@@ -65,12 +66,11 @@
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s.start()
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if(buckled_mob)
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buckled_mob.burn_skin(85)
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buckled_mob << "\red <B>You feel a deep shock course through your body!</B>"
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buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
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sleep(1)
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buckled_mob.burn_skin(85)
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buckled_mob.Stun(600)
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for(var/mob/M in hearers(src, null))
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M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
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visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
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A.power_light = light
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A.updateicon()
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@@ -6,25 +6,26 @@
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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handle_rotation()
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..()
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spawn(3) //sorry. i don't think there's a better way to do this.
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handle_rotation()
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/assembly/shock_kit))
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var/obj/item/assembly/shock_kit/SK = W
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if(!SK.status)
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user << "<span class='notice'>[SK] is not ready to be attached!</span>"
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return
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user.drop_item()
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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E.dir = dir
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E.part = SK
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SK.loc = E
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SK.master = E
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del(src)
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return
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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