mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Chair overhaul!
Shouldn't be any noticable difference ingame, but the chair path has changed from /obj/structure/stool/chair to /obj/structure/stool/bed/chair Electric chair path has also been changed as per the above. New electric chair sprites! They ~won't~ make you want to cut out your eyes! git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -595,6 +595,7 @@
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desc = "Apply butt."
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icon = 'objects.dmi'
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icon_state = "stool"
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anchored = 1.0
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flags = FPRINT
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pressure_resistance = 3*ONE_ATMOSPHERE
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@@ -602,8 +603,7 @@
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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anchored = 1.0
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var/list/buckled_mobs = list( )
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var/mob/living/buckled_mob
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/obj/structure/stool/bed/alien
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name = "Resting contraption"
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@@ -611,22 +611,10 @@
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icon_state = "abed"
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/obj/structure/stool/chair
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/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon_state = "chair"
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var/status = 0.0
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anchored = 1.0
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var/list/buckled_mobs = list( )
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/obj/structure/stool/chair/e_chair
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name = "electrified chair"
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desc = "Looks absolutely SHOCKING!"
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icon_state = "e_chair0"
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var/atom/movable/overlay/overl = null
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var/on = 0.0
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var/obj/item/assembly/shock_kit/part1 = null
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var/last_time = 1.0
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/obj/structure/table
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name = "table"
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77
code/game/objects/electricchair.dm
Normal file
77
code/game/objects/electricchair.dm
Normal file
@@ -0,0 +1,77 @@
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/obj/structure/stool/bed/chair/e_chair
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name = "electric chair"
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desc = "Looks absolutely SHOCKING!"
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icon_state = "echair0"
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var/on = 0
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var/obj/item/assembly/shock_kit/part = null
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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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overlays += image('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, '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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del(src)
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return
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return
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/obj/structure/stool/bed/chair/e_chair/verb/toggle()
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set name = "Toggle Electric Chair"
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set category = "Object"
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set src in oview(1)
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if(on)
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on = 0
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icon_state = "echair0"
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else
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on = 1
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icon_state = "echair1"
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return
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/obj/structure/stool/bed/chair/e_chair/rotate()
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..()
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overlays = null
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overlays += image('objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
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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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return
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if((src.last_time + 50) > world.time)
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return
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src.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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if(!isarea(A))
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return
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if(!A.powered(EQUIP))
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return
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A.use_power(EQUIP, 5000)
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var/light = A.power_light
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A.updateicon()
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flick("echair1", src)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(12, 1, src)
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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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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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A.power_light = light
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A.updateicon()
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return
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@@ -49,8 +49,8 @@
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/obj/item/assembly/shock_kit/receive_signal()
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//*****
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//world << "Shock kit got r_signal"
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if (istype(src.loc, /obj/structure/stool/chair/e_chair))
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var/obj/structure/stool/chair/e_chair/C = src.loc
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if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = src.loc
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//world << "Shock kit sending shock to EC"
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C.shock()
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return
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@@ -63,7 +63,7 @@ FLOOR TILES
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// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
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var/global/list/datum/stack_recipe/metal_recipes = list ( \
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new/datum/stack_recipe("stool", /obj/structure/stool), \
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new/datum/stack_recipe("chair", /obj/structure/stool/chair, one_per_turf = 1), \
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new/datum/stack_recipe("chair", /obj/structure/stool/bed/chair, one_per_turf = 1), \
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new/datum/stack_recipe("bed", /obj/structure/stool/bed, 2, one_per_turf = 1), \
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new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts, 2), \
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new/datum/stack_recipe("rack parts", /obj/item/weapon/rack_parts), \
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@@ -1,96 +1,77 @@
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/obj/structure/stool/ex_act(severity)
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switch(severity)
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if(1.0)
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//SN src = null
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del(src)
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return
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if(2.0)
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if (prob(50))
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//SN src = null
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del(src)
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return
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if(3.0)
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if (prob(5))
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//SN src = null
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del(src)
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return
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else
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return
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/obj/structure/stool/blob_act()
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if(prob(75))
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new /obj/item/stack/sheet/metal( src.loc )
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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/obj/structure/stool/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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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal( src.loc )
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//SN src = null
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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return
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/obj/structure/stool/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
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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/weapon/wrench))
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal( src.loc )
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del(src)
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return
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/obj/structure/stool/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/structure/stool/chair/e_chair/E = new /obj/structure/stool/chair/e_chair( src.loc )
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if(istype(W, /obj/item/assembly/shock_kit))
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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, 'Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part1 = W
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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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//SN src = null
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del(src)
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return
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return
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/obj/structure/stool/bed/Del()
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for(var/mob/M in src.buckled_mobs)
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if (M.buckled == src)
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M.lying = 0
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unbuckle_all()
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unbuckle()
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..()
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return
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/obj/structure/stool/proc/unbuckle_all()
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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M.buckled = null
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M.anchored = 0
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/obj/structure/stool/bed/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = 0
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buckled_mob.lying = 0
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buckled_mob = null
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return
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/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
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var/N = 0;
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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if (M != user)
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M.visible_message(\
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"\blue [M.name] was unbuckled by [user.name]!",\
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/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] was unbuckled himself!",\
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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// world << "[M] is no longer buckled to [src]"
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M.anchored = 0
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M.buckled = null
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N++
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return N
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unbuckle()
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src.add_fingerprint(user)
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return
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/obj/structure/stool/proc/buckle_mob(mob/M as mob, mob/user as mob)
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/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
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@@ -103,165 +84,56 @@
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You buckled in to [src] by [user.name].",\
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"You are buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.anchored = 1
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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src:buckled_mobs += M
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src.buckled_mob = M
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
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if (!istype(M)) return
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if(!istype(M)) return
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buckle_mob(M, user)
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M.lying = 1
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return
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/obj/structure/stool/bed/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/stool/bed/attack_hand(mob/user as mob)
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for(var/mob/M in src.buckled_mobs)
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if (M.buckled == src)
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M.lying = 0
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if (manual_unbuckle_all(user))
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src.add_fingerprint(user)
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manual_unbuckle(user)
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return
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/obj/structure/stool/chair/e_chair/New()
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src.overl = new /atom/movable/overlay( src.loc )
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src.overl.icon = 'objects.dmi'
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src.overl.icon_state = "e_chairo0"
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src.overl.layer = 5
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src.overl.name = "electrified chair"
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src.overl.master = src
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return
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/obj/structure/stool/chair/e_chair/Del()
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//src.overl = null
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del(src.overl)
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..()
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return
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/obj/structure/stool/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/chair/C = new /obj/structure/stool/chair( src.loc )
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playsound(src.loc, 'Ratchet.ogg', 50, 1)
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C.dir = src.dir
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src.part1.loc = src.loc
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src.part1.master = null
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src.part1 = null
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//SN src = null
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del(src)
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return
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return
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/obj/structure/stool/chair/e_chair/verb/toggle_power()
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set name = "Toggle Electric Chair"
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set category = "Object"
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set src in oview(1)
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if ((usr.stat || usr.restrained() || !( usr.canmove ) || usr.lying))
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return
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src.on = !( src.on )
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src.icon_state = text("e_chair[]", src.on)
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src.overl.icon_state = text("e_chairo[]", src.on)
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return
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/obj/structure/stool/chair/e_chair/proc/shock()
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if (!( src.on ))
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return
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if ( (src.last_time + 50) > world.time)
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return
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src.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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if(!isarea(A))
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return
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if(!A.powered(EQUIP))
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return
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A.use_power(EQUIP, 5000)
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var/light = A.power_light
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A.updateicon()
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flick("e_chairs", src)
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flick("e_chairos", src.overl)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(12, 1, src)
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s.start()
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for(var/mob/living/M in src.loc)
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M.burn_skin(85)
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M << "\red <B>You feel a deep shock course through your body!</B>"
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sleep(1)
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M.burn_skin(85)
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M.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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A.power_light = light
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A.updateicon()
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return
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/obj/structure/stool/chair/ex_act(severity)
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unbuckle_all()
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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return
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/obj/structure/stool/chair/blob_act()
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if(prob(75))
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unbuckle_all()
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del(src)
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/obj/structure/stool/chair/New()
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/obj/structure/stool/bed/chair/New()
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src.verbs -= /atom/movable/verb/pull
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if (src.dir == NORTH)
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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..()
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return
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/obj/structure/stool/chair/Del()
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unbuckle_all()
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..()
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return
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/obj/structure/stool/chair/verb/rotate()
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/obj/structure/stool/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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src.dir = turn(src.dir, 90)
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if (src.dir == NORTH)
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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if(buckled_mob)
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buckled_mob.dir = dir
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return
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/obj/structure/stool/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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return
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/obj/structure/stool/chair/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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|
||||
/obj/structure/stool/chair/attack_hand(mob/user as mob)
|
||||
if (manual_unbuckle_all(user))
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
//roller bed
|
||||
|
||||
/obj/structure/stool/bed/roller
|
||||
@@ -270,58 +142,26 @@
|
||||
icon_state = "down"
|
||||
anchored = 0
|
||||
|
||||
Move()
|
||||
..()
|
||||
for(var/mob/M in src:buckled_mobs)
|
||||
if (M.buckled == src)
|
||||
M.loc = src.loc
|
||||
/obj/structure/stool/bed/roller/Move()
|
||||
..()
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.buckled == src)
|
||||
buckled_mob.loc = src.loc
|
||||
|
||||
buckle_mob(mob/M as mob, mob/user as mob)
|
||||
if (!ticker)
|
||||
user << "You can't buckle anyone in before the game starts."
|
||||
return 0
|
||||
if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
|
||||
return 0
|
||||
if (M == usr)
|
||||
M.visible_message(\
|
||||
"\blue [M.name] buckles in!",\
|
||||
"You buckle yourself to [src].",\
|
||||
"You hear metal clanking")
|
||||
else
|
||||
M.visible_message(\
|
||||
"\blue [M.name] is buckled in to [src] by [user.name]!",\
|
||||
"You buckled in to [src] by [user.name].",\
|
||||
"You hear metal clanking")
|
||||
M.anchored = 1
|
||||
M.buckled = src
|
||||
M.loc = src.loc
|
||||
M.pixel_y = 6
|
||||
M.update_clothing()
|
||||
src:buckled_mobs += M
|
||||
src.add_fingerprint(user)
|
||||
density = 1
|
||||
icon_state = "up"
|
||||
return 1
|
||||
/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
|
||||
M.pixel_y = 6
|
||||
M.update_clothing()
|
||||
density = 1
|
||||
icon_state = "up"
|
||||
..()
|
||||
return
|
||||
|
||||
manual_unbuckle_all(mob/user as mob)
|
||||
var/N = 0;
|
||||
for(var/mob/M in src:buckled_mobs)
|
||||
if (M.buckled == src)
|
||||
if (M != user)
|
||||
M.visible_message(\
|
||||
"\blue [M.name] was unbuckled by [user.name]!",\
|
||||
"You unbuckled from [src] by [user.name].",\
|
||||
"You hear metal clanking")
|
||||
else
|
||||
M.visible_message(\
|
||||
"\blue [M.name] was unbuckled himself!",\
|
||||
"You unbuckle yourself from [src].",\
|
||||
"You hear metal clanking")
|
||||
M.pixel_y = 0
|
||||
M.anchored = 0
|
||||
M.buckled = null
|
||||
N++
|
||||
if(N)
|
||||
density = 0
|
||||
icon_state = "down"
|
||||
return N
|
||||
/obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
|
||||
if(buckled_mob)
|
||||
buckled_mob.pixel_y = 0
|
||||
buckled_mob.anchored = 0
|
||||
buckled_mob.buckled = null
|
||||
density = 0
|
||||
icon_state = "down"
|
||||
..()
|
||||
return
|
||||
|
||||
@@ -317,10 +317,10 @@
|
||||
overlays = null
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed))
|
||||
lying = 1
|
||||
else
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
if (zone_sel)
|
||||
|
||||
@@ -792,10 +792,10 @@
|
||||
update_body()
|
||||
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed))
|
||||
lying = 1
|
||||
else
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
|
||||
if (!w_uniform)
|
||||
|
||||
@@ -399,10 +399,10 @@
|
||||
|
||||
/mob/living/carbon/monkey/update_clothing()
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/structure/stool/bed))
|
||||
lying = 1
|
||||
else
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair))
|
||||
lying = 0
|
||||
else
|
||||
lying = 1
|
||||
|
||||
if(update_icon) // Skie
|
||||
..()
|
||||
|
||||
@@ -130,7 +130,7 @@
|
||||
var/m_intent = "run"//Living
|
||||
var/lastDblClick = 0
|
||||
var/lastKnownIP = null
|
||||
var/obj/structure/stool/buckled = null//Living
|
||||
var/obj/structure/stool/bed/buckled = null//Living
|
||||
var/obj/item/weapon/handcuffs/handcuffed = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
var/obj/item/r_hand = null//Living
|
||||
|
||||
@@ -487,7 +487,7 @@
|
||||
for(var/mob/O in viewers(usr))
|
||||
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
|
||||
usr << "\blue You successfully unbuckle yourself."
|
||||
usr:buckled.manual_unbuckle_all(usr)
|
||||
usr:buckled.manual_unbuckle(usr)
|
||||
if("module")
|
||||
if(issilicon(usr))
|
||||
if(usr:module)
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 86 KiB |
File diff suppressed because it is too large
Load Diff
@@ -556,6 +556,7 @@
|
||||
#include "code\game\objects\displaycase.dm"
|
||||
#include "code\game\objects\door_assembly.dm"
|
||||
#include "code\game\objects\effect_system.dm"
|
||||
#include "code\game\objects\electricchair.dm"
|
||||
#include "code\game\objects\empulse.dm"
|
||||
#include "code\game\objects\explosion.dm"
|
||||
#include "code\game\objects\gibs.dm"
|
||||
|
||||
Reference in New Issue
Block a user