mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Adds floor lamp, benches, new tank sprites, and cup dispenser on water coolers.
This commit is contained in:
@@ -26,6 +26,8 @@
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..()
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if (fixture_type == "bulb")
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icon_state = "bulb-construct-stage1"
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if (fixture_type == "flamp")
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icon_state = "flamp-construct-stage1"
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/obj/machinery/light_construct/examine(mob/user)
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if(!..(user, 2))
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@@ -71,6 +73,8 @@
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src.icon_state = "tube-construct-stage1"
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if("bulb")
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src.icon_state = "bulb-construct-stage1"
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if("flamp")
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src.icon_state = "flamp-construct-stage1"
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new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"You remove the wiring from [src].", "You hear a noise.")
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@@ -86,6 +90,8 @@
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src.icon_state = "tube-construct-stage2"
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if("bulb")
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src.icon_state = "bulb-construct-stage2"
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if("flamp")
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src.icon_state = "flamp-construct-stage2"
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src.stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"You add wires to [src].")
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@@ -98,6 +104,8 @@
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src.icon_state = "tube-empty"
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if("bulb")
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src.icon_state = "bulb-empty"
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if("flamp")
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src.icon_state = "flamp-empty"
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src.stage = 3
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user.visible_message("[user.name] closes [src]'s casing.", \
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"You close [src]'s casing.", "You hear a noise.")
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@@ -109,6 +117,8 @@
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newlight = new /obj/machinery/light/built(src.loc)
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if ("bulb")
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newlight = new /obj/machinery/light/small/built(src.loc)
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if ("flamp")
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newlight = new /obj/machinery/light/flamp/built(src.loc)
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newlight.dir = src.dir
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src.transfer_fingerprints_to(newlight)
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@@ -127,6 +137,17 @@
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fixture_type = "bulb"
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sheets_refunded = 1
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/obj/machinery/light_construct/flamp
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name = "floor light fixture frame"
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desc = "A floor light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flamp-construct-stage1"
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anchored = 0
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layer = OBJ_LAYER
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stage = 1
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fixture_type = "flamp"
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sheets_refunded = 2
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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@@ -141,7 +162,6 @@
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/on_gs = 0
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var/brightness_range = 10 // luminosity when on, also used in power calculation
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var/brightness_power = 3
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var/brightness_color = null
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@@ -166,6 +186,18 @@
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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/obj/machinery/light/flamp
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icon_state = "flamp1"
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base_state = "flamp"
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fitting = "bulb"
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brightness_range = 5
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brightness_power = 2
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layer = OBJ_LAYER
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brightness_color = "#FFF4E5"
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb
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var/lamp_shade = 1
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/obj/machinery/light/small/emergency
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brightness_range = 6
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brightness_power = 2
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@@ -188,6 +220,12 @@
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update(0)
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..()
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/obj/machinery/light/flamp/built/New()
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status = LIGHT_EMPTY
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lamp_shade = 0
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update(0)
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..()
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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@@ -228,9 +266,29 @@
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on = 0
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return
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/obj/machinery/light/flamp/update_icon()
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if(lamp_shade)
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base_state = "flampshade"
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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on = 0
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icon_state = "[base_state][on]"
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if(LIGHT_BURNED)
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on = 0
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icon_state = "[base_state][on]"
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if(LIGHT_BROKEN)
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on = 0
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icon_state = "[base_state][on]"
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return
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else
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base_state = "flamp"
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..()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(var/trigger = 1)
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update_icon()
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if(on)
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if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
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@@ -245,7 +303,7 @@
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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update_icon()
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on = 0
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set_light(0)
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else
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@@ -256,8 +314,7 @@
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set_light(0)
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active_power_usage = light_range * light_power
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if(on != on_gs)
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on_gs = on
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/obj/machinery/light/attack_generic(var/mob/user, var/damage)
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if(!damage)
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@@ -373,6 +430,11 @@
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage2"
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if("flamp")
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newlight = new /obj/machinery/light_construct/flamp(src.loc)
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newlight.icon_state = "flamp-construct-stage2"
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newlight.dir = src.dir
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newlight.stage = 2
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newlight.fingerprints = src.fingerprints
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@@ -390,6 +452,25 @@
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
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/obj/machinery/light/flamp/attackby(obj/item/W, mob/user)
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if(!lamp_shade)
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if(istype(W, /obj/item/weapon/lampshade))
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lamp_shade = 1
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qdel(W)
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update_icon()
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return
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else
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user.visible_message("[user.name] removes [src]'s lamp shade.", \
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"You remove [src]'s lamp shade.", "You hear a noise.")
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lamp_shade = 0
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new /obj/item/weapon/lampshade(src.loc)
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update_icon()
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return
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..()
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// returns whether this light has power
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// true if area has power and lightswitch is on
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@@ -397,6 +478,13 @@
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var/area/A = get_area(src)
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return A && A.lightswitch && (!A.requires_power || A.power_light)
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/obj/machinery/light/flamp/has_power()
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var/area/A = get_area(src)
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if(lamp_shade)
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return A && (!A.requires_power || A.power_light)
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else
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return A && A.lightswitch && (!A.requires_power || A.power_light)
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/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
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if(flickering) return
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flickering = 1
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@@ -417,6 +505,10 @@
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src.flicker(1)
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return
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/obj/machinery/light/flamp/attack_ai(mob/user)
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attack_hand()
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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@@ -481,6 +573,21 @@
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status = LIGHT_EMPTY
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update()
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/obj/machinery/light/flamp/attack_hand(mob/user)
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if(lamp_shade)
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if(status == LIGHT_EMPTY)
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user << "There is no [fitting] in this light."
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return
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if(on)
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on = 0
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update()
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else
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on = has_power()
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update()
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else
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..()
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/obj/machinery/light/attack_tk(mob/user)
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if(status == LIGHT_EMPTY)
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@@ -708,3 +815,11 @@
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sharp = 1
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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update()
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//Lamp Shade
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/obj/item/weapon/lampshade
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name = "lamp shade"
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desc = "A lamp shade for a lamp."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "lampshade"
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w_class = 1
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@@ -195,6 +195,7 @@
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possible_transfer_amounts = null
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volume = 10
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center_of_mass = list("x"=16, "y"=12)
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/obj/item/weapon/reagent_containers/food/drinks/sillycup/New()
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..()
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@@ -204,6 +205,16 @@
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else
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icon_state = "water_cup_e"
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/obj/item/weapon/reagent_containers/food/drinks/sillycup/MouseDrop(obj/over_object as obj)
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if(!reagents.total_volume)
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if(istype(over_object, /obj/structure/reagent_dispensers/water_cooler))
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var/obj/structure/reagent_dispensers/water_cooler/W = over_object
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if(W.cupholder && W.cups < 10)
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W.cups++
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qdel(src)
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W.update_icon()
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else
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return ..()
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//////////////////////////drinkingglass and shaker//
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//Note by Darem: This code handles the mixing of drinks. New drinks go in three places: In Chemistry-Reagents.dm (for the drink
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@@ -203,13 +203,19 @@
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possible_transfer_amounts = null
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anchored = 1
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var/bottle = 0
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var/cups = 0
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var/cupholder = 0
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/obj/structure/reagent_dispensers/water_cooler/full
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bottle = 1
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cupholder = 1
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cups = 10
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/obj/structure/reagent_dispensers/water_cooler/New()
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if(bottle == 1)
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if(bottle)
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..()
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reagents.add_reagent("water",120)
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else
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icon_state = "water_cooler_0"
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update_icon()
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/obj/structure/reagent_dispensers/water_cooler/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/wrench))
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@@ -224,7 +230,7 @@
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G.reagents.add_reagent(R.id, total_reagent)
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reagents.clear_reagents()
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bottle = 0
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icon_state = "water_cooler_0"
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update_icon()
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else
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if(anchored)
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user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
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@@ -237,11 +243,24 @@
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return
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if(istype(I, /obj/item/weapon/screwdriver))
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if(!bottle)
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if(cupholder)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You take the water-cooler apart.</span>"
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new /obj/item/stack/material/plastic( src.loc, 4 )
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qdel(src)
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user << "<span class='notice'>You take the cup dispenser off.</span>"
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new /obj/item/stack/material/plastic( src.loc )
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if(cups)
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for(var/i = 0 to cups)
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new /obj/item/weapon/reagent_containers/food/drinks/sillycup(src.loc)
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cups = 0
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cupholder = 0
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update_icon()
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return
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if(!bottle && !cupholder)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'>You start taking the water-cooler apart.</span>"
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if(do_after(user, 20))
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user << "<span class='notice'>You take the water-cooler apart.</span>"
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new /obj/item/stack/material/plastic( src.loc, 4 )
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qdel(src)
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return
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if(istype(I, /obj/item/weapon/reagent_containers/glass/cooler_bottle))
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@@ -252,7 +271,7 @@
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user << "<span class='notice'>You start to screw the bottle onto the water-cooler.</span>"
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if(do_after(user, 20))
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bottle = 1
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icon_state = "water_cooler"
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update_icon()
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user << "<span class='notice'>You screw the bottle onto the water-cooler but accidently spill some!</span>" //you spill some because it for somereason transfers 5 units to the bottle after it gets attached but before it's deleted...
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for(var/datum/reagent/R in G.reagents.reagent_list)
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var/total_reagent = G.reagents.get_reagent_amount(R.id)
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@@ -263,8 +282,46 @@
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else
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user << "<span class='warning'>There is already a bottle there!</span>"
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return
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else
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return ..()
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if(istype(I, /obj/item/stack/material/plastic))
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if(!cupholder)
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if(anchored)
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var/obj/item/stack/material/plastic/P = I
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src.add_fingerprint(user)
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user << "<span class='notice'>You start to attach a cup dispenser onto the water-cooler.</span>"
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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if (P.use(1))
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user << "<span class='notice'>You attach a cup dispenser onto the water-cooler.</span>"
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cupholder = 1
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update_icon()
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else
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user << "<span class='warning'>You need to wrench down the cooler first.</span>"
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else
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user << "<span class='warning'>There is already a cup dispenser there!</span>"
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return
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/obj/structure/reagent_dispensers/water_cooler/attack_hand(mob/user)
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if(cups)
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new /obj/item/weapon/reagent_containers/food/drinks/sillycup(src.loc)
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cups--
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update_icon()
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return
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/obj/structure/reagent_dispensers/water_cooler/update_icon()
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icon_state = "water_cooler"
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overlays.Cut()
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var/image/I
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if(bottle)
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I = image(icon, "water_cooler_bottle")
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overlays += I
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if(cupholder)
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I = image(icon, "water_cooler_cupholder")
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overlays += I
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if(cups)
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I = image(icon, "water_cooler_cups")
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overlays += I
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return
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/obj/structure/reagent_dispensers/beerkeg
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name = "beer keg"
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@@ -3,6 +3,9 @@
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for(var/obj/structure/table/T in view(src, 1))
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T.update_connections()
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T.update_icon()
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for(var/obj/structure/bench/T in view(src, 1))
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T.update_connections()
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T.update_icon()
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/obj/structure/window/Destroy()
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var/oldloc = loc
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@@ -10,6 +13,9 @@
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for(var/obj/structure/table/T in view(oldloc, 1))
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T.update_connections()
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T.update_icon()
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for(var/obj/structure/bench/T in view(oldloc, 1))
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T.update_connections()
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T.update_icon()
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loc=oldloc
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..()
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@@ -18,5 +24,8 @@
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. = ..()
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if(loc != oldloc)
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for(var/obj/structure/table/T in view(oldloc, 1) | view(loc, 1))
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T.update_connections()
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T.update_icon()
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for(var/obj/structure/bench/T in view(oldloc, 1) | view(loc, 1))
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T.update_connections()
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T.update_icon()
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