mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Cleaned up the files themselves. Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder. There's two instances of me not following the exact file structure. - /obj/item/brain has been moved to a file in mob/living/carbon/brain - /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them. Next up: Finish the files in the weapon folder, then start moving defines down. My god I hope I havent broken everything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
1287 lines
34 KiB
Plaintext
1287 lines
34 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/obj
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//var/datum/module/mod //not used
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var/m_amt = 0 // metal
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var/g_amt = 0 // glass
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var/w_amt = 0 // waster amounts
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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var/reliability = 100 //Used by SOME devices to determine how reliable they are.
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var/crit_fail = 0
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var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
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var/datum/marked_datum
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animate_movement = 2
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var/throwforce = 1
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var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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return remove_air(breath_request)
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else
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return null
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/obj/proc/initialize()
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return
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/obj/proc/updateUsrDialog()
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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src.attack_ai(usr)
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// check for TK users
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//AutoUpdateTK(src)
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if (istype(usr, /mob/living/carbon/human))
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if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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src.attack_hand(usr)
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/obj/proc/updateDialog()
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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AutoUpdateAI(src)
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//AutoUpdateTK(src)
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/obj/proc/update_icon()
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return
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/proc/alter_health()
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return 1
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/obj/proc/hide(h)
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return
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/obj/proc/hear_talk(mob/M as mob, text)
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/*
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var/mob/mo = locate(/mob) in src
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if(mo)
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var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
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mo.show_message(rendered, 2)
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*/
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return
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/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/admins
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name = "admins"
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var/rank = null
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var/owner = null
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var/state = 1
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//state = 1 for playing : default
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//state = 2 for observing
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "A bin for containing bedsheets. It looks rather cosy."
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icon = 'icons/obj/items.dmi'
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icon_state = "bedbin"
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var/amount = 23.0
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anchored = 1.0
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/obj/hud
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name = "hud"
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unacidable = 1
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var/mob/mymob = null
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var/list/adding = null
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var/list/other = null
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var/obj/screen/druggy = null
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var/vimpaired = null
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var/obj/screen/alien_view = null
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var/obj/screen/g_dither = null
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var/obj/screen/blurry = null
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var/list/darkMask = null
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var/obj/screen/r_hand_hud_object = null
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var/obj/screen/l_hand_hud_object = null
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var/show_intent_icons = 0
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var/list/obj/screen/hotkeybuttons = null
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var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
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var/list/obj/screen/item_action/item_action_list = null //Used for the item action ui buttons.
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var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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/obj/item/device/infra_sensor
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name = "Infrared Sensor"
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desc = "Scans for infrared beams in the vicinity."
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icon_state = "infra_sensor"
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var/passive = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 150
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origin_tech = "magnets=2"
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/obj/item/device/multitool
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name = "multitool"
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desc = "Used for pulsing wires to test which to cut. Not recommended by doctors."
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icon_state = "multitool"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 5.0
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w_class = 2.0
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throwforce = 5.0
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throw_range = 15
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throw_speed = 3
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desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
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m_amt = 50
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g_amt = 20
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origin_tech = "magnets=1;engineering=1"
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var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
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/obj/item/blueprints
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name = "station blueprints"
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desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
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icon = 'icons/obj/items.dmi'
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icon_state = "blueprints"
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attack_verb = list("attacked", "bapped", "hit")
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/obj/item/apc_frame
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name = "APC frame"
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desc = "Used for repairing or building APCs"
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icon = 'icons/obj/apc_repair.dmi'
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icon_state = "apc_frame"
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/effect/landmark
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name = "landmark"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "x2"
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anchored = 1.0
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unacidable = 1
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/obj/effect/landmark/alterations
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name = "alterations"
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/structure/lattice
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desc = "A lightweight support lattice."
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name = "lattice"
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icon = 'icons/obj/structures.dmi'
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icon_state = "latticefull"
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density = 0
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anchored = 1.0
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layer = 2.3 //under pipes
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// flags = CONDUCT
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/obj/structure/lattice/New()
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..()
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if(!(istype(src.loc, /turf/space)))
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del(src)
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for(var/obj/structure/lattice/LAT in src.loc)
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if(LAT != src)
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del(LAT)
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icon = 'icons/obj/smoothlattice.dmi'
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icon_state = "latticeblank"
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updateOverlays()
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for (var/dir in cardinal)
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var/obj/structure/lattice/L
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if(locate(/obj/structure/lattice, get_step(src, dir)))
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L = locate(/obj/structure/lattice, get_step(src, dir))
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L.updateOverlays()
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/obj/structure/lattice/Del()
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for (var/dir in cardinal)
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var/obj/structure/lattice/L
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if(locate(/obj/structure/lattice, get_step(src, dir)))
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L = locate(/obj/structure/lattice, get_step(src, dir))
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L.updateOverlays(src.loc)
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..()
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/obj/structure/lattice/proc/updateOverlays()
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//if(!(istype(src.loc, /turf/space)))
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// del(src)
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spawn(1)
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overlays = list()
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var/dir_sum = 0
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for (var/direction in cardinal)
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if(locate(/obj/structure/lattice, get_step(src, direction)))
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dir_sum += direction
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else
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if(!(istype(get_step(src, direction), /turf/space)))
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dir_sum += direction
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icon_state = "lattice[dir_sum]"
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return
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/*
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overlays += icon(icon,"lattice-middlebar") //the nw-se bar in the cneter
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for (var/dir in cardinal)
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if(locate(/obj/structure/lattice, get_step(src, dir)))
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src.overlays += icon(icon,"lattice-[dir2text(dir)]")
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else
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src.overlays += icon(icon,"lattice-nc-[dir2text(dir)]") //t for turf
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if(!(istype(get_step(src, dir), /turf/space)))
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src.overlays += icon(icon,"lattice-t-[dir2text(dir)]") //t for turf
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//if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
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// src.overlays += icon(icon,"lattice-c-se")
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if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
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src.overlays += icon(icon,"lattice-c-nw")
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if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
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src.overlays += icon(icon,"lattice-c-ne")
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if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
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src.overlays += icon(icon,"lattice-c-sw")
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if(!(overlays))
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icon_state = "latticefull"
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*/
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morguet"
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density = 1
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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/obj/structure/c_tray
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name = "crematorium tray"
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desc = "Apply body before burning."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "cremat"
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density = 1
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = 1.0
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/obj/structure/cable
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level = 1
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anchored =1
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var/netnum = 0
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/color="red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color="yellow"
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icon = 'icons/obj/power_cond_yellow.dmi'
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/obj/structure/cable/green
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color="green"
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icon = 'icons/obj/power_cond_green.dmi'
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/obj/structure/cable/blue
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color="blue"
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icon = 'icons/obj/power_cond_blue.dmi'
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/obj/structure/cable/pink
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color="pink"
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icon = 'icons/obj/power_cond_pink.dmi'
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/obj/structure/cable/orange
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color="orange"
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icon = 'icons/obj/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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color="cyan"
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icon = 'icons/obj/power_cond_cyan.dmi'
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/obj/structure/cable/white
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color="white"
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icon = 'icons/obj/power_cond_white.dmi'
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/obj/effect/manifest
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name = "manifest"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "x"
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unacidable = 1//Just to be sure.
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/obj/structure/morgue
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name = "morgue"
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desc = "Used to keep bodies in untill someone fetches them."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = 1
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var/obj/structure/m_tray/connected = null
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anchored = 1.0
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/obj/structure/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema1"
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density = 1
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var/obj/structure/c_tray/connected = null
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anchored = 1.0
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var/cremating = 0
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var/id = 1
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var/locked = 0
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/obj/effect/mine
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name = "Mine"
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desc = "I Better stay away from that thing."
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density = 1
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anchored = 1
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layer = 3
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icon = 'icons/obj/weapons.dmi'
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icon_state = "uglymine"
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var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
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var/triggered = 0
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/obj/effect/mine/dnascramble
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name = "Radiation Mine"
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icon_state = "uglymine"
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triggerproc = "triggerrad"
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/obj/effect/mine/plasma
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name = "Plasma Mine"
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icon_state = "uglymine"
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triggerproc = "triggerplasma"
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/obj/effect/mine/kick
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name = "Kick Mine"
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icon_state = "uglymine"
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triggerproc = "triggerkick"
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/obj/effect/mine/n2o
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name = "N2O Mine"
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icon_state = "uglymine"
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triggerproc = "triggern2o"
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/obj/effect/mine/stun
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name = "Stun Mine"
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icon_state = "uglymine"
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triggerproc = "triggerstun"
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/obj/effect/overlay
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name = "overlay"
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unacidable = 1
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var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
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/obj/effect/overlay/beam//Not actually a projectile, just an effect.
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name="beam"
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icon='icons/effects/beam.dmi'
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icon_state="b_beam"
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var/tmp/atom/BeamSource
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New()
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..()
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spawn(10) del src
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "portal"
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density = 1
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unacidable = 1//Can't destroy energy portals.
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var/failchance = 5
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var/obj/item/target = null
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var/creator = null
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anchored = 1.0
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/structure/rack
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name = "rack"
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desc = "Different from the Middle Ages version."
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icon = 'icons/obj/objects.dmi'
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icon_state = "rack"
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density = 1
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flags = FPRINT
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anchored = 1.0
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throwpass = 1 //You can throw objects over this, despite it's density.
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/effect/landmark/start
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name = "start"
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|
icon = 'icons/mob/screen1.dmi'
|
|
icon_state = "x"
|
|
anchored = 1.0
|
|
|
|
/obj/structure/stool
|
|
name = "stool"
|
|
desc = "Apply butt."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "stool"
|
|
anchored = 1.0
|
|
flags = FPRINT
|
|
pressure_resistance = 3*ONE_ATMOSPHERE
|
|
|
|
/obj/structure/stool/bed
|
|
name = "bed"
|
|
desc = "This is used to lie in, sleep in or strap on."
|
|
icon_state = "bed"
|
|
var/mob/living/buckled_mob
|
|
|
|
/obj/structure/stool/bed/alien
|
|
name = "resting contraption"
|
|
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
|
|
icon_state = "abed"
|
|
|
|
/obj/structure/stool/bed/nest
|
|
name = "alien nest"
|
|
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
|
|
icon = 'icons/mob/alien.dmi'
|
|
icon_state = "nest"
|
|
var/health = 100
|
|
|
|
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
|
|
name = "chair"
|
|
desc = "You sit in this. Either by will or force."
|
|
icon_state = "chair"
|
|
|
|
/obj/structure/stool/bed/chair/wood/normal
|
|
icon_state = "wooden_chair"
|
|
name = "wooden chair"
|
|
desc = "Old is never too old to not be in fashion."
|
|
|
|
/obj/structure/stool/bed/chair/wood/wings
|
|
icon_state = "wooden_chair_wings"
|
|
name = "wooden chair"
|
|
desc = "Old is never too old to not be in fashion."
|
|
|
|
/obj/structure/stool/bed/chair/comfy
|
|
name = "comfy chair"
|
|
desc = "It looks comfy."
|
|
|
|
/obj/structure/stool/bed/chair/comfy/brown
|
|
icon_state = "comfychair_brown"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/beige
|
|
icon_state = "comfychair_beige"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/teal
|
|
icon_state = "comfychair_teal"
|
|
|
|
/obj/structure/stool/bed/chair/office
|
|
anchored = 0
|
|
|
|
/obj/structure/stool/bed/chair/comfy/black
|
|
icon_state = "comfychair_black"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/lime
|
|
icon_state = "comfychair_lime"
|
|
|
|
/obj/structure/stool/bed/chair/office/Move()
|
|
..()
|
|
handle_rotation()
|
|
|
|
/obj/structure/stool/bed/chair/office/light
|
|
icon_state = "officechair_white"
|
|
|
|
/obj/structure/stool/bed/chair/office/dark
|
|
icon_state = "officechair_dark"
|
|
|
|
/obj/structure/table
|
|
name = "table"
|
|
desc = "A square piece of metal standing on four metal legs. It can not move."
|
|
icon = 'icons/obj/structures.dmi'
|
|
icon_state = "table"
|
|
density = 1
|
|
anchored = 1.0
|
|
layer = 2.8
|
|
throwpass = 1 //You can throw objects over this, despite it's density.")
|
|
|
|
/obj/structure/table/New()
|
|
..()
|
|
for(var/obj/structure/table/T in src.loc)
|
|
if(T != src)
|
|
del(T)
|
|
update_icon()
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
|
T.update_icon()
|
|
|
|
/obj/structure/table/Del()
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
|
T.update_icon()
|
|
..()
|
|
|
|
/obj/structure/table/update_icon()
|
|
spawn(2) //So it properly updates when deleting
|
|
var/dir_sum = 0
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
var/skip_sum = 0
|
|
for(var/obj/structure/window/W in src.loc)
|
|
if(W.dir == direction) //So smooth tables don't go smooth through windows
|
|
skip_sum = 1
|
|
continue
|
|
var/inv_direction //inverse direction
|
|
switch(direction)
|
|
if(1)
|
|
inv_direction = 2
|
|
if(2)
|
|
inv_direction = 1
|
|
if(4)
|
|
inv_direction = 8
|
|
if(8)
|
|
inv_direction = 4
|
|
if(5)
|
|
inv_direction = 10
|
|
if(6)
|
|
inv_direction = 9
|
|
if(9)
|
|
inv_direction = 6
|
|
if(10)
|
|
inv_direction = 5
|
|
for(var/obj/structure/window/W in get_step(src,direction))
|
|
if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
|
|
skip_sum = 1
|
|
continue
|
|
if(!skip_sum) //means there is a window between the two tiles in this direction
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
if(direction <5)
|
|
dir_sum += direction
|
|
else
|
|
if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
|
|
dir_sum += 16
|
|
if(direction == 6)
|
|
dir_sum += 32
|
|
if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
|
|
dir_sum += 8
|
|
if(direction == 10)
|
|
dir_sum += 64
|
|
if(direction == 9)
|
|
dir_sum += 128
|
|
|
|
var/table_type = 0 //stand_alone table
|
|
if(dir_sum%16 in cardinal)
|
|
table_type = 1 //endtable
|
|
dir_sum %= 16
|
|
if(dir_sum%16 in list(3,12))
|
|
table_type = 2 //1 tile thick, streight table
|
|
if(dir_sum%16 == 3) //3 doesn't exist as a dir
|
|
dir_sum = 2
|
|
if(dir_sum%16 == 12) //12 doesn't exist as a dir.
|
|
dir_sum = 4
|
|
if(dir_sum%16 in list(5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
|
|
table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
|
|
else
|
|
table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
|
|
dir_sum %= 16
|
|
if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
|
|
table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
|
|
switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
|
|
if(7)
|
|
if(dir_sum == 23)
|
|
table_type = 6
|
|
dir_sum = 8
|
|
else if(dir_sum == 39)
|
|
dir_sum = 4
|
|
table_type = 6
|
|
else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
|
|
dir_sum = 4
|
|
table_type = 3
|
|
else
|
|
dir_sum = 4
|
|
if(11)
|
|
if(dir_sum == 75)
|
|
dir_sum = 5
|
|
table_type = 6
|
|
else if(dir_sum == 139)
|
|
dir_sum = 9
|
|
table_type = 6
|
|
else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
|
|
dir_sum = 8
|
|
table_type = 3
|
|
else
|
|
dir_sum = 8
|
|
if(13)
|
|
if(dir_sum == 29)
|
|
dir_sum = 10
|
|
table_type = 6
|
|
else if(dir_sum == 141)
|
|
dir_sum = 6
|
|
table_type = 6
|
|
else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
|
|
dir_sum = 1
|
|
table_type = 3
|
|
else
|
|
dir_sum = 1
|
|
if(14)
|
|
if(dir_sum == 46)
|
|
dir_sum = 1
|
|
table_type = 6
|
|
else if(dir_sum == 78)
|
|
dir_sum = 2
|
|
table_type = 6
|
|
else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
|
|
dir_sum = 2
|
|
table_type = 3
|
|
else
|
|
dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
|
|
if(dir_sum%16 == 15)
|
|
table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
|
|
|
|
if(istype(src,/obj/structure/table/reinforced))
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "reinf_table"
|
|
if(1)
|
|
icon_state = "reinf_1tileendtable"
|
|
if(2)
|
|
icon_state = "reinf_1tilethick"
|
|
if(3)
|
|
icon_state = "reinf_tabledir"
|
|
if(4)
|
|
icon_state = "reinf_middle"
|
|
if(5)
|
|
icon_state = "reinf_tabledir2"
|
|
if(6)
|
|
icon_state = "reinf_tabledir3"
|
|
else if(istype(src,/obj/structure/table/woodentable))
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "wood_table"
|
|
if(1)
|
|
icon_state = "wood_1tileendtable"
|
|
if(2)
|
|
icon_state = "wood_1tilethick"
|
|
if(3)
|
|
icon_state = "wood_tabledir"
|
|
if(4)
|
|
icon_state = "wood_middle"
|
|
if(5)
|
|
icon_state = "wood_tabledir2"
|
|
if(6)
|
|
icon_state = "wood_tabledir3"
|
|
else
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "table"
|
|
if(1)
|
|
icon_state = "table_1tileendtable"
|
|
if(2)
|
|
icon_state = "table_1tilethick"
|
|
if(3)
|
|
icon_state = "tabledir"
|
|
if(4)
|
|
icon_state = "table_middle"
|
|
if(5)
|
|
icon_state = "tabledir2"
|
|
if(6)
|
|
icon_state = "tabledir3"
|
|
if (dir_sum in list(1,2,4,8,5,6,9,10))
|
|
dir = dir_sum
|
|
else
|
|
dir = 2
|
|
|
|
/obj/structure/table/reinforced
|
|
name = "reinforced table"
|
|
desc = "A version of the four legged table. It is stronger."
|
|
icon_state = "reinf_table"
|
|
var/status = 2
|
|
|
|
/obj/structure/table/woodentable
|
|
name = "wooden table"
|
|
desc = "Do not apply fire to this. Rumour says it burns easily."
|
|
icon_state = "wood_table"
|
|
|
|
/obj/structure/mopbucket
|
|
desc = "Fill it with water, but don't forget a mop!"
|
|
name = "mop bucket"
|
|
icon = 'icons/obj/janitor.dmi'
|
|
icon_state = "mopbucket"
|
|
density = 1
|
|
flags = FPRINT
|
|
pressure_resistance = ONE_ATMOSPHERE
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
|
|
|
|
/obj/structure/kitchenspike
|
|
name = "a meat spike"
|
|
icon = 'icons/obj/kitchen.dmi'
|
|
icon_state = "spike"
|
|
desc = "A spike for collecting meat from animals"
|
|
density = 1
|
|
anchored = 1
|
|
var/meat = 0
|
|
var/occupied = 0
|
|
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
|
|
|
|
/obj/structure/displaycase
|
|
name = "Display Case"
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "glassbox1"
|
|
desc = "A display case for prized possessions. It taunts you to kick it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//Dissolving the case would also delete the gun.
|
|
var/health = 30
|
|
var/occupied = 1
|
|
var/destroyed = 0
|
|
|
|
/obj/effect/showcase
|
|
name = "Showcase"
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "showcase_1"
|
|
desc = "A stand with the empty body of a cyborg bolted to it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
|
|
|
|
//BEGIN BRAINS=====================================================
|
|
/obj/item/brain
|
|
name = "brain"
|
|
desc = "A piece of juicy meat found in a persons head."
|
|
icon = 'icons/obj/surgery.dmi'
|
|
icon_state = "brain2"
|
|
flags = TABLEPASS
|
|
force = 1.0
|
|
w_class = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
origin_tech = "biotech=3"
|
|
attack_verb = list("attacked", "slapped", "whacked")
|
|
|
|
var/mob/living/carbon/brain/brainmob = null
|
|
|
|
New()
|
|
..()
|
|
//Shifting the brain "mob" over to the brain object so it's easier to keep track of. --NEO
|
|
//WASSSSSUUUPPPP /N
|
|
spawn(5)
|
|
if(brainmob && brainmob.client)
|
|
brainmob.client.screen.len = null //clear the hud
|
|
|
|
proc
|
|
transfer_identity(var/mob/living/carbon/human/H)
|
|
name = "[H]'s brain"
|
|
brainmob = new(src)
|
|
brainmob.name = H.real_name
|
|
brainmob.real_name = H.real_name
|
|
brainmob.dna = H.dna
|
|
brainmob.timeofhostdeath = H.timeofdeath
|
|
if(H.mind)
|
|
H.mind.transfer_to(brainmob)
|
|
brainmob << "\blue You might feel slightly disoriented. That's normal when your brain gets cut out."
|
|
return
|
|
|
|
//END BRAINS=====================================================
|
|
|
|
|
|
|
|
// Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere
|
|
/obj/item/metroid_core
|
|
name = "metroid core"
|
|
desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"."
|
|
icon = 'icons/obj/surgery.dmi'
|
|
icon_state = "metroid core"
|
|
flags = TABLEPASS
|
|
force = 1.0
|
|
w_class = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 3
|
|
throw_range = 6
|
|
origin_tech = "biotech=4"
|
|
var/POWERFLAG = 0 // sshhhhhhh
|
|
var/Flush = 30
|
|
var/Uses = 5 // uses before it goes inert
|
|
|
|
New()
|
|
..()
|
|
var/datum/reagents/R = new/datum/reagents(100)
|
|
reagents = R
|
|
R.my_atom = src
|
|
POWERFLAG = rand(1,10)
|
|
Uses = rand(7, 25)
|
|
//flags |= NOREACT
|
|
|
|
spawn()
|
|
Life()
|
|
|
|
proc/Life()
|
|
while(src)
|
|
sleep(25)
|
|
Flush--
|
|
if(Flush <= 0)
|
|
reagents.clear_reagents()
|
|
Flush = 30
|
|
|
|
|
|
|
|
|
|
|
|
/obj/structure/noticeboard
|
|
name = "Notice Board"
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "nboard00"
|
|
flags = FPRINT
|
|
desc = "A board for pinning important notices upon."
|
|
density = 0
|
|
anchored = 1
|
|
var/notices = 0
|
|
|
|
/obj/effect/deskclutter
|
|
name = "desk clutter"
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "deskclutter"
|
|
desc = "Some clutter the detective has accumalated over the years..."
|
|
anchored = 1
|
|
|
|
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
|
|
|
// TODO: robust mixology system! (and merge with beakers, maybe)
|
|
/obj/item/weapon/glass
|
|
name = "empty glass"
|
|
desc = "Emptysville."
|
|
icon = 'icons/obj/kitchen.dmi'
|
|
icon_state = "glass_empty"
|
|
item_state = "beaker"
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/datum/substance/inside = null
|
|
throwforce = 5
|
|
g_amt = 100
|
|
New()
|
|
..()
|
|
src.pixel_x = rand(-5, 5)
|
|
src.pixel_y = rand(-5, 5)
|
|
|
|
|
|
/*
|
|
/obj/item/weapon/storage/glassbox
|
|
name = "Glassware Box"
|
|
icon_state = "beakerbox"
|
|
item_state = "syringe_kit"
|
|
New()
|
|
..()
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
*/
|
|
|
|
|
|
/obj/structure/falsewall
|
|
name = "wall"
|
|
desc = "A huge chunk of metal used to seperate rooms."
|
|
icon = 'icons/turf/walls.dmi'
|
|
icon_state = ""
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/structure/falsewall/gold
|
|
name = "gold wall"
|
|
desc = "A wall with gold plating. Swag"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/silver
|
|
name = "silver wall"
|
|
desc = "A wall with silver plating. Shiny"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/diamond
|
|
name = "diamond wall"
|
|
desc = "A wall with diamond plating. You monster"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/uranium
|
|
name = "uranium wall"
|
|
desc = "A wall with uranium plating. This is probably a bad idea"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/plasma
|
|
name = "plasma wall"
|
|
desc = "A wall with plasma plating. This is definately a bad idea"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/bananium
|
|
name = "bananium wall"
|
|
desc = "A wall with bananium plating. Honk"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/sand
|
|
name = "sandstone wall"
|
|
desc = "A wall with sandstone plating."
|
|
icon_state = ""
|
|
|
|
/*/obj/structure/falsewall/wood
|
|
name = "wooden wall"
|
|
desc = "A wall with classy wooden paneling."
|
|
icon_state = ""*/
|
|
|
|
/obj/structure/falserwall
|
|
name = "r wall"
|
|
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
|
icon = 'icons/turf/walls.dmi'
|
|
icon_state = "r_wall"
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/item/stack
|
|
var/singular_name
|
|
var/amount = 1
|
|
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
|
|
|
|
/obj/item/stack/rods
|
|
name = "metal rods"
|
|
desc = "Some rods. Can be used for building, or something."
|
|
singular_name = "metal rod"
|
|
icon_state = "rods"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
w_class = 3.0
|
|
force = 9.0
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
m_amt = 1875
|
|
max_amount = 60
|
|
attack_verb = list("hit", "bludgeoned", "whacked")
|
|
|
|
/obj/item/stack/sheet
|
|
name = "sheet"
|
|
// var/const/length = 2.5 //2.5*1.5*0.01*100000 == 3750 == m_amt
|
|
// var/const/width = 1.5
|
|
// var/const/height = 0.01
|
|
flags = FPRINT | TABLEPASS
|
|
w_class = 3.0
|
|
force = 5
|
|
throwforce = 5
|
|
max_amount = 50
|
|
throw_speed = 3
|
|
throw_range = 3
|
|
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
|
|
var/perunit = 3750
|
|
|
|
/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
if (istype(W, /obj/item/weapon/sheetsnatcher))
|
|
var/obj/item/weapon/sheetsnatcher/S = W
|
|
if(!S.mode)
|
|
S.add(src,user)
|
|
else
|
|
for (var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z))
|
|
S.add(stack,user)
|
|
..()
|
|
|
|
/obj/item/stack/sheet/wood
|
|
name = "wooden planks"
|
|
desc = "One can only guess that this is a bunch of wood."
|
|
singular_name = "wood plank"
|
|
icon_state = "sheet-wood"
|
|
origin_tech = "materials=1;biotech=1"
|
|
|
|
/obj/item/stack/sheet/sandstone
|
|
name = "sandstone bricks"
|
|
desc = "This appears to be a combination of both sand and stone."
|
|
singular_name = "sandstone brick"
|
|
icon_state = "sheet-sandstone"
|
|
throw_speed = 4
|
|
throw_range = 5
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/stack/sheet/glass
|
|
name = "glass"
|
|
desc = "HOLY HELL! That is a lot of glass."
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-glass"
|
|
g_amt = 3750
|
|
origin_tech = "materials=1"
|
|
|
|
|
|
/obj/item/stack/sheet/rglass
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 3750
|
|
m_amt = 1875
|
|
origin_tech = "materials=2"
|
|
|
|
/obj/item/stack/sheet/rglass/cyborg
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 0
|
|
m_amt = 0
|
|
|
|
/obj/item/stack/sheet/cloth
|
|
name = "cloth"
|
|
desc = "This roll of cloth is made from only the finest chemicals and bunny rabbits."
|
|
singular_name = "cloth roll"
|
|
icon_state = "sheet-cloth"
|
|
origin_tech = "materials=2"
|
|
|
|
|
|
/obj/item/stack/sheet/metal
|
|
name = "metal"
|
|
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
|
|
singular_name = "metal sheet"
|
|
icon_state = "sheet-metal"
|
|
m_amt = 3750
|
|
throwforce = 14.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/stack/sheet/metal/cyborg
|
|
name = "metal"
|
|
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
|
|
singular_name = "metal sheet"
|
|
icon_state = "sheet-metal"
|
|
m_amt = 0
|
|
throwforce = 14.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
|
|
/obj/item/stack/sheet/plasteel
|
|
name = "plasteel"
|
|
singular_name = "plasteel sheet"
|
|
desc = "This sheet is an alloy of iron and plasma."
|
|
icon_state = "sheet-plasteel"
|
|
item_state = "sheet-metal"
|
|
m_amt = 7500
|
|
throwforce = 15.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
origin_tech = "materials=2"
|
|
|
|
/obj/item/stack/tile/plasteel
|
|
name = "floor tiles"
|
|
singular_name = "floor tile"
|
|
desc = "Those could work as a pretty decent throwing weapon"
|
|
icon_state = "tile"
|
|
w_class = 3.0
|
|
force = 6.0
|
|
m_amt = 937.5
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
|
|
/obj/item/stack/tile/grass
|
|
name = "grass tiles"
|
|
singular_name = "grass floor tile"
|
|
desc = "A patch of grass like they often use on golf courses"
|
|
icon_state = "tile_grass"
|
|
w_class = 3.0
|
|
force = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
origin_tech = "biotech=1"
|
|
|
|
/obj/item/stack/tile/wood
|
|
name = "wood floor tiles"
|
|
singular_name = "wood floor tile"
|
|
desc = "an easy to fit wood floor tile"
|
|
icon_state = "tile-wood"
|
|
w_class = 3.0
|
|
force = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
|
|
/obj/item/stack/light_w
|
|
name = "wired glass tiles"
|
|
singular_name = "wired glass floor tile"
|
|
desc = "A glass tile, which is wired, somehow."
|
|
icon_state = "glass_wire"
|
|
w_class = 3.0
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
|
|
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
|
..()
|
|
if(istype(O,/obj/item/weapon/wirecutters))
|
|
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
|
|
CC.amount = 5
|
|
amount--
|
|
new/obj/item/stack/sheet/glass(user.loc)
|
|
if(amount <= 0)
|
|
user.drop_from_inventory(src)
|
|
del(src)
|
|
|
|
if(istype(O,/obj/item/stack/sheet/metal))
|
|
var/obj/item/stack/sheet/metal/M = O
|
|
M.amount--
|
|
if(M.amount <= 0)
|
|
user.drop_from_inventory(M)
|
|
del(M)
|
|
amount--
|
|
new/obj/item/stack/tile/light(user.loc)
|
|
if(amount <= 0)
|
|
user.drop_from_inventory(src)
|
|
del(src)
|
|
|
|
/obj/item/stack/tile/light
|
|
name = "light tiles"
|
|
singular_name = "light floor tile"
|
|
desc = "A floor tile, made out off glass. It produces light."
|
|
icon_state = "tile_e"
|
|
w_class = 3.0
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
|
|
var/on = 1
|
|
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
|
|
|
|
New()
|
|
..()
|
|
if(prob(5))
|
|
state = 3 //broken
|
|
else if(prob(5))
|
|
state = 2 //breaking
|
|
else if(prob(10))
|
|
state = 1 //flickering occasionally
|
|
else
|
|
state = 0 //fine
|
|
|
|
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
|
..()
|
|
if(istype(O,/obj/item/weapon/crowbar))
|
|
new/obj/item/stack/sheet/metal(user.loc)
|
|
amount--
|
|
new/obj/item/stack/light_w(user.loc)
|
|
if(amount <= 0)
|
|
user.drop_from_inventory(src)
|
|
del(src)
|
|
|
|
/obj/item/stack/sheet/cardboard //BubbleWrap
|
|
name = "cardboard"
|
|
desc = "Large sheets of card, like boxes folded flat."
|
|
singular_name = "cardboard sheet"
|
|
icon_state = "sheet-card"
|
|
flags = FPRINT | TABLEPASS
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/weapon/beach_ball
|
|
icon = 'icons/misc/beach.dmi'
|
|
icon_state = "ball"
|
|
name = "beach ball"
|
|
item_state = "beachball"
|
|
density = 0
|
|
anchored = 0
|
|
w_class = 1.0
|
|
force = 0.0
|
|
throwforce = 0.0
|
|
throw_speed = 1
|
|
throw_range = 20
|
|
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
|
|
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
|
user.drop_item()
|
|
src.throw_at(target, throw_range, throw_speed)
|
|
|
|
/obj/effect/stop
|
|
var/victim = null
|
|
icon_state = "empty"
|
|
name = "Geas"
|
|
desc = "You can't resist."
|
|
// name = ""
|
|
|
|
/obj/effect/spawner
|
|
name = "object spawner"
|