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@@ -1,338 +0,0 @@
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/obj/structure/bench
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name = "bench frame"
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icon = 'icons/obj/bench.dmi'
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icon_state = "frame"
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desc = "It's a bench, for putting things on. Or standing on, if you really want to."
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anchored = 1
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layer = 2.8
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throwpass = 1
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var/maxhealth = 10
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var/health = 10
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// For racks.
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var/can_plate = 1
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var/manipulating = 0
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var/material/material = null
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// I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
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// Convert if/when you can easily get stacks of these.
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var/carpeted = 0
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var/list/connections = list("nw0", "ne0", "sw0", "se0")
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standard
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icon_state = "plain_preview"
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color = "#EEEEEE"
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New()
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material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
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..()
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padded
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icon_state = "padded_preview"
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New()
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material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
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carpeted = 1
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..()
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/*
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/obj/structure/bench/padded
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icon_state = "bench_padded_preview" //set for the map
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/obj/structure/bench/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc)
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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material = get_material_by_name(new_material)
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if(new_padding_material)
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padding_material = get_material_by_name(new_padding_material)
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if(!istype(material))
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qdel(src)
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return
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update_icon()
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/obj/structure/bench/padded/New(var/newloc, var/new_material)
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..(newloc, "steel", "carpet")*/
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/obj/structure/bench/proc/update_material()
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var/old_maxhealth = maxhealth
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if(!material)
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maxhealth = 10
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else
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maxhealth = material.integrity / 2
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health += maxhealth - old_maxhealth
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/obj/structure/bench/proc/take_damage(amount)
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// If the bench is made of a brittle material, and is *not* reinforced with a non-brittle material, damage is multiplied by TABLE_BRITTLE_MATERIAL_MULTIPLIER
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if(material && material.is_brittle())
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amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER
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health -= amount
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if(health <= 0)
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visible_message("<span class='warning'>\The [src] breaks down!</span>")
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return break_to_parts() // if we break and form shards, return them to the caller to do !FUN! things with
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/obj/structure/bench/initialize()
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..()
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// One bench per turf.
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for(var/obj/structure/bench/T in loc)
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if(T != src)
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// There's another bench here that's not us, break to metal.
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// break_to_parts calls qdel(src)
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break_to_parts(full_return = 1)
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return
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// reset color/alpha, since they're set for nice map previews
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color = "#ffffff"
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alpha = 255
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update_connections(1)
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update_icon()
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update_desc()
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update_material()
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/obj/structure/bench/Destroy()
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material = null
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update_connections(1) // Update benchs around us to ignore us (material=null forces no connections)
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for(var/obj/structure/bench/T in oview(src, 1))
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T.update_icon()
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..()
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/obj/structure/bench/examine(mob/user)
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. = ..()
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if(health < maxhealth)
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switch(health / maxhealth)
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if(0.0 to 0.5)
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user << "<span class='warning'>It looks severely damaged!</span>"
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if(0.25 to 0.5)
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user << "<span class='warning'>It looks damaged!</span>"
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if(0.5 to 1.0)
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user << "<span class='notice'>It has a few scrapes and dents.</span>"
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/obj/structure/bench/attackby(obj/item/weapon/W, mob/user)
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if(carpeted && istype(W, /obj/item/weapon/crowbar))
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user.visible_message("<span class='notice'>\The [user] removes the carpet from \the [src].</span>",
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"<span class='notice'>You remove the carpet from \the [src].</span>")
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new /obj/item/stack/tile/carpet(loc)
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carpeted = 0
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update_icon()
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return 1
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if(!carpeted && material && istype(W, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = W
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if(C.use(1))
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user.visible_message("<span class='notice'>\The [user] adds \the [C] to \the [src].</span>",
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"<span class='notice'>You add \the [C] to \the [src].</span>")
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carpeted = 1
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update_icon()
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return 1
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else
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user << "<span class='warning'>You don't have enough carpet!</span>"
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if(!carpeted && material && istype(W, /obj/item/weapon/wrench))
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remove_material(W, user)
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if(!material)
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update_connections(1)
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update_icon()
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for(var/obj/structure/bench/T in oview(src, 1))
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T.update_icon()
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update_desc()
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update_material()
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return 1
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if(!carpeted && !material && istype(W, /obj/item/weapon/wrench))
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dismantle(W, user)
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return 1
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if(health < maxhealth && istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/F = W
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if(F.welding)
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user << "<span class='notice'>You begin reparing damage to \the [src].</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if(!do_after(user, 20) || !F.remove_fuel(1, user))
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return
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user.visible_message("<span class='notice'>\The [user] repairs some damage to \the [src].</span>",
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"<span class='notice'>You repair some damage to \the [src].</span>")
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health = max(health+(maxhealth/5), maxhealth) // 20% repair per application
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return 1
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if(!material && can_plate && istype(W, /obj/item/stack/material))
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material = common_material_add(W, user, "plat")
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if(material)
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update_connections(1)
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update_icon()
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update_desc()
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update_material()
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return 1
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return ..()
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/obj/structure/bench/proc/update_desc()
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if(material)
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name = "[material.display_name] bench"
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else
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name = "bench frame"
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// Returns the material to set the bench to.
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/obj/structure/bench/proc/common_material_add(obj/item/stack/material/S, mob/user, verb) // Verb is actually verb without 'e' or 'ing', which is added. Works for 'plate'/'plating' and 'reinforce'/'reinforcing'.
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var/material/M = S.get_material()
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if(!istype(M))
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user << "<span class='warning'>You cannot [verb]e \the [src] with \the [S].</span>"
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return null
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if(manipulating) return M
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manipulating = 1
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user << "<span class='notice'>You begin [verb]ing \the [src] with [M.display_name].</span>"
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if(!do_after(user, 20) || !S.use(1))
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manipulating = 0
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return null
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user.visible_message("<span class='notice'>\The [user] [verb]es \the [src] with [M.display_name].</span>", "<span class='notice'>You finish [verb]ing \the [src].</span>")
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manipulating = 0
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return M
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// Returns the material to set the bench to.
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/obj/structure/bench/proc/common_material_remove(mob/user, material/M, delay, what, type_holding, sound)
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if(!M.stack_type)
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user << "<span class='warning'>You are unable to remove the [what] from this bench!</span>"
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return M
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if(manipulating) return M
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manipulating = 1
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user.visible_message("<span class='notice'>\The [user] begins removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>",
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"<span class='notice'>You begin removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>")
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if(sound)
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playsound(src.loc, sound, 50, 1)
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if(!do_after(user, 40))
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manipulating = 0
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return M
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user.visible_message("<span class='notice'>\The [user] removes the [M.display_name] [what] from \the [src].</span>",
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"<span class='notice'>You remove the [M.display_name] [what] from \the [src].</span>")
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new M.stack_type(src.loc)
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manipulating = 0
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return null
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/obj/structure/bench/proc/remove_material(obj/item/weapon/wrench/W, mob/user)
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material = common_material_remove(user, material, 20, "plating", "bolts", 'sound/items/Ratchet.ogg')
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/obj/structure/bench/proc/dismantle(obj/item/weapon/wrench/W, mob/user)
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if(manipulating) return
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manipulating = 1
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user.visible_message("<span class='notice'>\The [user] begins dismantling \the [src].</span>",
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"<span class='notice'>You begin dismantling \the [src].</span>")
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(!do_after(user, 20))
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manipulating = 0
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return
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user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>",
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"<span class='notice'>You dismantle \the [src].</span>")
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new /obj/item/stack/material/steel(src.loc)
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qdel(src)
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return
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// Returns a list of /obj/item/weapon/material/shard objects that were created as a result of this bench's breakage.
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// Used for !fun! things such as embedding shards in the faces of tableslammed people.
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// The repeated
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// S = [x].place_shard(loc)
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// if(S) shards += S
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// is to avoid filling the list with nulls, as place_shard won't place shards of certain materials (holo-wood, holo-steel)
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/obj/structure/bench/proc/break_to_parts(full_return = 0)
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var/list/shards = list()
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var/obj/item/weapon/material/shard/S = null
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if(material)
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if(material.stack_type && (full_return || prob(20)))
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material.place_sheet(loc)
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else
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S = material.place_shard(loc)
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if(S) shards += S
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if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
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new /obj/item/stack/tile/carpet(src.loc)
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if(full_return || prob(20))
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new /obj/item/stack/material/steel(src.loc)
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else
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var/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
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S = M.place_shard(loc)
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if(S) shards += S
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qdel(src)
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return shards
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/obj/structure/bench/update_icon()
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icon_state = "blank"
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overlays.Cut()
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var/image/I
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// Base frame shape. Mostly done for glass/diamond benchs, where this is visible.
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for(var/i = 1 to 4)
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I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
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overlays += I
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// Standard bench image
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if(material)
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for(var/i = 1 to 4)
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I = image(icon, "[material.icon_base]_[connections[i]]", dir = 1<<(i-1))
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if(material.icon_colour) I.color = material.icon_colour
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I.alpha = 255 * material.opacity
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overlays += I
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if(carpeted)
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for(var/i = 1 to 4)
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I = image(icon, "carpet_[connections[i]]", dir = 1<<(i-1))
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overlays += I
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// set propagate if you're updating a bench that should update benches around it too, for example if it's a new bench or something important has changed (like material).
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/obj/structure/bench/proc/update_connections(propagate=0)
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if(!material)
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connections = list("0", "0", "0", "0")
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if(propagate)
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for(var/obj/structure/bench/T in oview(src, 1))
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T.update_connections()
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return
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var/list/blocked_dirs = list()
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for(var/obj/structure/window/W in get_turf(src))
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if(W.is_fulltile())
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connections = list("0", "0", "0", "0")
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return
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blocked_dirs |= W.dir
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for(var/D in list(NORTH, SOUTH, EAST, WEST) - blocked_dirs)
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|
|
|
|
var/turf/T = get_step(src, D)
|
|
|
|
|
for(var/obj/structure/window/W in T)
|
|
|
|
|
if(W.is_fulltile() || W.dir == reverse_dir[D])
|
|
|
|
|
blocked_dirs |= D
|
|
|
|
|
break
|
|
|
|
|
else
|
|
|
|
|
if(W.dir != D) // it's off to the side
|
|
|
|
|
blocked_dirs |= W.dir|D // blocks the diagonal
|
|
|
|
|
|
|
|
|
|
for(var/D in list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST) - blocked_dirs)
|
|
|
|
|
var/turf/T = get_step(src, D)
|
|
|
|
|
|
|
|
|
|
for(var/obj/structure/window/W in T)
|
|
|
|
|
if(W.is_fulltile() || W.dir & reverse_dir[D])
|
|
|
|
|
blocked_dirs |= D
|
|
|
|
|
break
|
|
|
|
|
|
|
|
|
|
// Blocked cardinals block the adjacent diagonals too. Prevents weirdness with benchs.
|
|
|
|
|
for(var/x in list(NORTH, SOUTH))
|
|
|
|
|
for(var/y in list(EAST, WEST))
|
|
|
|
|
if((x in blocked_dirs) || (y in blocked_dirs))
|
|
|
|
|
blocked_dirs |= x|y
|
|
|
|
|
|
|
|
|
|
var/list/connection_dirs = list()
|
|
|
|
|
|
|
|
|
|
for(var/obj/structure/bench/T in orange(src, 1))
|
|
|
|
|
var/T_dir = get_dir(src, T)
|
|
|
|
|
if(T_dir in blocked_dirs) continue
|
|
|
|
|
if(material && T.material && material.name == T.material.name)
|
|
|
|
|
connection_dirs |= T_dir
|
|
|
|
|
if(propagate)
|
|
|
|
|
spawn(0)
|
|
|
|
|
T.update_connections()
|
|
|
|
|
T.update_icon()
|
|
|
|
|
|
|
|
|
|
connections = dirs_to_corner_states(connection_dirs)
|