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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-23 21:27:01 +01:00
Event stuff, but also Squeak component (#7285)
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@@ -0,0 +1,103 @@
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var/static/list/mapped_autostrips = list()
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var/static/list/mapped_autostrips_mob = list()
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/*
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This should actually be refactored if it ever needs to be used again into just being
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an event controller with more graceful solutions.
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Creating lockers was not graceful, in practice, and creates clutter, for example.
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Repurpose this idea into a self contained machine in the future that stores and auto-equips someones gear.
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But for now, for what it's been used for, it works.
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*/
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//Admin tool to automatically strip a human victim of all their equipment and genetics powers, and store them in a closet.
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//Equips Vox/Zaddat survival gear, and a few basic pieces of clothing
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/obj/effect/step_trigger/autostrip
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name = "Autostrip trigger. Set the targetid to match the effect/autostriptarget"
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var/targetid = "Default"
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var/obj/effect/autostriptarget/target
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var/obj/effect/autostriptarget/mob/Mtarget
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var/remove_implants = 0 //Havn't bothered to implement this yet
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var/remove_mutations = 0
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/obj/effect/step_trigger/autostrip/Initialize(mapload)
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. = ..()
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initMappedLink()
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/obj/effect/step_trigger/autostrip/Trigger(mob/living/carbon/human/H as mob)
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if(!istype(H))
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return
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if(!target)
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if(!initMappedLink())
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return
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if(Mtarget)
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H.forceMove(Mtarget.loc)
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var/obj/locker = new /obj/structure/closet/secure_closet/mind(target.loc, mind_target = H.mind)
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for(var/obj/item/W in H)
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if(istype(W, /obj/item/weapon/implant/backup) || istype(W, /obj/item/device/nif))
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continue //VOREStation Edit
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if(H.drop_from_inventory(W))
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W.forceMove(locker)
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if(remove_mutations)
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var/needs_update = H.mutations.len > 0
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for(var/entry in H.mutations)
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var/mut
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switch(entry)
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if(TK)
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mut = TELEBLOCK
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if(XRAY)
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mut = XRAYBLOCK
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if(HULK)
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mut = HULKBLOCK
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if(mRemotetalk)
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mut = REMOTETALKBLOCK
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if(COLD_RESISTANCE)
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mut = FIREBLOCK
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if(mut)
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new /obj/item/weapon/dnainjector/safe(locker, block_type = mut)
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H.dna.SetSEState(mut,0)
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H.mutations = list()
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H.disabilities = 0
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H.sdisabilities = 0
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if(needs_update)
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domutcheck(H,null,MUTCHK_FORCED)
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H.update_mutations()
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if(H.species.name == SPECIES_VOX || SPECIES_ZADDAT) //Species that 'actually' require survival gear to live. The rest don't.
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H.species.equip_survival_gear(H)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/chameleon(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H),slot_l_ear)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/permit(H), slot_l_hand)
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/obj/effect/step_trigger/autostrip/proc/initMappedLink()
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. = FALSE
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target = mapped_autostrips[targetid]
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Mtarget = mapped_autostrips_mob[targetid]
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if(target)
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. = TRUE
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/obj/effect/autostriptarget
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name = "Autostrip target. Link me via targetid to an autostrip trigger."
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icon = 'icons/mob/screen1.dmi'
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icon_state = "no_item1"
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var/targetid = "Default"
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unacidable = 1
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layer = 99
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anchored = 1
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invisibility = 99
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/obj/effect/autostriptarget/Initialize(mapload)
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. = ..()
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if(targetid)
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mapped_autostrips[targetid] = src
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/obj/effect/autostriptarget/mob
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name = "Autostrip target to send mobs to."
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/obj/effect/autostriptarget/mob/Initialize(mapload)
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if(targetid)
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mapped_autostrips_mob[targetid] = src
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@@ -0,0 +1,85 @@
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/obj/item/device/radio/headset/casino
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name = "radio headset"
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desc = "An updated, modular intercom that fits over the head with extra comfortable for the hardworking casino luxury crew. Has encryption key for scamm-... Kind casino staff channel."
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icon = 'icons/obj/casino_ch.dmi'
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icon_state = "headset"
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origin_tech = list(TECH_ILLEGAL = 2)
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ks1type = /obj/item/device/encryptionkey/raider
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//Badmin piece of clothing that applies a few effects to a mob, used specifically for events with "hunters"
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//This just helps me equip the hunters a little easier
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/obj/item/device/radio/headset/event
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name = "totally normal headset"
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desc = "A headset with numerous toolkits appended to it, applying a wide variety of effects to its wearer set as per its manufacturer."
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icon_state = "cent_headset_alt"
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item_state = "headset"
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var/mob/living/carbon/human/wearer
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var/effect_icon = 'modular_chomp/icons/effects/effects.dmi' //Cosmetic Effect that will be applied to the mob as an overlay
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var/effect_icon_state = "arrow2"
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var/image/effect_overlay = null //Reference to an overlay so we can remove it on unequip
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var/overlay_offset_y = 32
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//Spells that will be added on equip
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var/list/spells = list("/spell/targeted/unrestricted/mend", "/spell/targeted/unrestricted/plasmastun")
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var/list/remove_spells = list() //Reference to spells that'll get removed
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var/slowdown_to_set = 0.5
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var/item_slowdown_reset = 0 //Vars to copy and reset later
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var/slowdown_reset = 0
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light_range = 6
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light_power = 0 //Set this to 0 if you don't want a light
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light_color = "#ffaaaa"
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var/tele_threshold = 50
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var/telex = 16
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var/teley = 16
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var/telez = 0 //Set this in-round if you want a return point with fake health
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/obj/item/device/radio/headset/event/equipped(var/mob/living/carbon/human/H)
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if(H && ((H.l_ear == src) || (H.r_ear == src)))
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wearer = H
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if(light_power)
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set_light(light_range,light_power,light_color,1)
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if(effect_icon)
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effect_overlay = image(effect_icon, effect_icon_state, pixel_y = overlay_offset_y*H.size_multiplier)
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effect_overlay.appearance_flags |= (RESET_COLOR|PIXEL_SCALE)
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effect_overlay.plane = PLANE_LIGHTING_ABOVE
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effect_overlay.layer = MOB_LAYER
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H.add_overlay(effect_overlay)
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if(spells.len)
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for(var/thing in spells)
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var/spell/SP = new thing(H)
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H.add_spell(SP)
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remove_spells += SP
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if(slowdown_to_set != 0)
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slowdown_reset = H.species.slowdown
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item_slowdown_reset = H.species.item_slowdown_mod
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H.species.slowdown = slowdown_to_set
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H.species.item_slowdown_mod = 0
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/obj/item/device/radio/headset/event/dropped(var/mob/living/carbon/human/H)
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..()
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if(wearer)
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wearer = null
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if(light_power)
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light_on = 0
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if(effect_icon)
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H.cut_overlay(effect_overlay)
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if(remove_spells.len)
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for(var/spell/SP in remove_spells)
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H.remove_spell(SP)
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qdel(SP)
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if(slowdown_to_set != 0)
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H.species.slowdown = slowdown_reset
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H.species.item_slowdown_mod = item_slowdown_reset
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/obj/item/device/radio/headset/event/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!telez)
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return FALSE
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tele_threshold -= damage
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if(tele_threshold <= 0)
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(src, "sparks", 50, 1)
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user.visible_message("<span class='danger'>[user] is abruptly flung somewhere else in response to the damage!</span>")
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do_teleport(user, locate(telex,teley,telez), local = 0, bohsafe = 1)
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tele_threshold = initial(tele_threshold)
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return TRUE
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@@ -0,0 +1,46 @@
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//Same as regular injector, but without the radiation
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//Using for events, set the block to the desired gene
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//Note, genetics code is incredibly scuffed, sometimes blocks just won't activate unless you do it multiple times????
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/obj/item/weapon/dnainjector/safe
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desc = "A slightly safer DNA injector"
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datatype = DNA2_BUF_SE
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value = 0xFFF
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/obj/item/weapon/dnainjector/safe/New(var/block_type)
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block = block_type
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..()
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/obj/item/weapon/dnainjector/safe/inject(mob/M as mob, mob/user as mob)
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/*
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if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
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if (buf.types & DNA2_BUF_UI)
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if (!block) //isolated block?
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M.UpdateAppearance(buf.dna.UI.Copy())
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if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
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M.real_name = buf.dna.real_name
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M.name = buf.dna.real_name
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uses--
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else
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M.dna.SetUIValue(block,src.GetValue())
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M.UpdateAppearance()
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uses--
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if (buf.types & DNA2_BUF_SE)
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if (!block) //isolated block?
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M.dna.SE = buf.dna.SE.Copy()
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M.dna.UpdateSE()
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else
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M.dna.SetSEValue(block,src.GetValue())
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domutcheck(M, null, block!=null)
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uses--
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if(prob(5))
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trigger_side_effect(M)
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*/
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M.dna.SetSEState(block,1)
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domutcheck(M,null,MUTCHK_FORCED)
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M.update_mutations()
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spawn(0)//this prevents the collapse of space-time continuum
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if (user)
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user.drop_from_inventory(src)
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qdel(src)
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return uses
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@@ -0,0 +1,5 @@
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/obj/item/weapon/melee/shock_maul/harmless
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name = "rubber concussion maul"
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desc = "A variant of the concussion maul that staggers and weakens victims. Despite their screams, does no real damage."
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damtype = HALLOSS
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launch_force = 0
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+42
@@ -0,0 +1,42 @@
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/obj/structure/closet/secure_closet/mind
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name = "mind secured locker"
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var/datum/mind/owner
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var/self_del = 1
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anchored = 0
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/obj/structure/closet/secure_closet/mind/New(var/datum/mind/mind_target, var/del_self = 1)
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.=..()
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self_del = del_self
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if(mind_target)
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owner = mind_target
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name = "Owned by [owner.name]"
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if(owner.current)
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var/icon/I = get_flat_icon(owner.current, dir=SOUTH, no_anim=TRUE)
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var/image/IM = image(I, pixel_x = (32 - I.Width()))
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//icon2base64(get_flat_icon(owner.current,dir=SOUTH,no_anim=TRUE))
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/*
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I.appearance_flags |= (RESET_COLOR|PIXEL_SCALE)
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I.plane = MOB_PLANE
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I.layer = MOB_LAYER
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*/
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add_overlay(IM)
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qdel(I)
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/obj/structure/closet/secure_closet/mind/allowed(mob/user)
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if(user.mind == owner)
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return TRUE
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else
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return FALSE
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/obj/structure/closet/secure_closet/mind/open()
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.=..()
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if(self_del)
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qdel(src)
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/obj/structure/closet/secure_closet/mind/LateInitialize()
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if(ispath(closet_appearance))
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closet_appearance = GLOB.closet_appearances[closet_appearance]
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if(istype(closet_appearance))
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icon = closet_appearance.icon
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color = null
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update_icon()
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@@ -216,3 +216,14 @@
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B.digest_brute = 20
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B.special_entrance_sound = 'sound/machines/blender.ogg'
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B.recycling = TRUE
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/obj/structure/toilet/item/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/toilet/item/LateInitialize()
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if(istype(loc, /mob/living)) return
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var/obj/item/I
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for(I in loc)
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if(I.density || I.anchored || I == src) continue
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I.forceMove(src)
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