mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-28 19:12:01 +00:00
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs. Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff. Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien. Reapplies lost attack_alien() functionality other than tackling/caressing. Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs. Removed half-finished abilities system since species.dm handles it. All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues. Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars. Merged with organ removal code. Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs. Readded tackle as a human verb. Borer changes regarding brain removal. Working on moving the human HUD to the species datum a bit. Mixed results. Moved Cortical Link to a language, added borer husks. Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no Compile fix, forgot the DME. Fixed up ventcrawl, added new organ mechanics for dionaea. Fixed up some overlooked sections causing mobs without brains to die immediately. Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
491 lines
12 KiB
Plaintext
491 lines
12 KiB
Plaintext
/*
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Screen objects
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Todo: improve/re-implement
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Screen objects are only used for the hud and should not appear anywhere "in-game".
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They are used with the client/screen list and the screen_loc var.
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For more information, see the byond documentation on the screen_loc and screen vars.
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*/
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/obj/screen
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name = ""
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icon = 'icons/mob/screen1.dmi'
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layer = 20.0
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unacidable = 1
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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var/gun_click_time = -100 //I'm lazy.
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/obj/screen/text
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icon = null
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icon_state = null
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mouse_opacity = 0
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screen_loc = "CENTER-7,CENTER-7"
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maptext_height = 480
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maptext_width = 480
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/obj/screen/inventory
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var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
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/obj/screen/close
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name = "close"
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/obj/screen/close/Click()
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if(master)
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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return 1
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/obj/screen/item_action
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var/obj/item/owner
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/obj/screen/item_action/Click()
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if(!usr || !owner)
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return 1
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if(usr.next_move >= world.time)
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return
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usr.next_move = world.time + 6
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if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
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return 1
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if(!(owner in usr))
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return 1
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owner.ui_action_click()
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return 1
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//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
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/mob/proc/update_action_buttons()
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return
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/obj/screen/grab
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name = "grab"
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/obj/screen/grab/Click()
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var/obj/item/weapon/grab/G = master
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G.s_click(src)
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return 1
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/Click()
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if(world.time <= usr.next_move)
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(master)
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var/obj/item/I = usr.get_active_hand()
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if(I)
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usr.ClickOn(master)
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usr.next_move = world.time+2
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return 1
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/obj/screen/gun
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name = "gun"
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icon = 'icons/mob/screen1.dmi'
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master = null
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dir = 2
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move
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name = "Allow Walking"
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icon_state = "no_walk0"
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screen_loc = ui_gun2
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run
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name = "Allow Running"
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icon_state = "no_run0"
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screen_loc = ui_gun3
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item
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name = "Allow Item Use"
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icon_state = "no_item0"
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screen_loc = ui_gun1
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mode
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name = "Toggle Gun Mode"
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icon_state = "gun0"
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screen_loc = ui_gun_select
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//dir = 1
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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screen_loc = ui_zonesel
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var/selecting = "chest"
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/obj/screen/zone_sel/Click(location, control,params)
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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var/old_selecting = selecting //We're only going to update_icon() if there's been a change
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switch(icon_y)
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if(1 to 3) //Feet
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switch(icon_x)
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if(10 to 15)
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selecting = "r_foot"
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if(17 to 22)
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selecting = "l_foot"
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else
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return 1
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if(4 to 9) //Legs
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switch(icon_x)
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if(10 to 15)
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selecting = "r_leg"
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if(17 to 22)
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selecting = "l_leg"
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else
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return 1
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if(10 to 13) //Hands and groin
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switch(icon_x)
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if(8 to 11)
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selecting = "r_hand"
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if(12 to 20)
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selecting = "groin"
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if(21 to 24)
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selecting = "l_hand"
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else
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return 1
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if(14 to 22) //Chest and arms to shoulders
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "chest"
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if(21 to 24)
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selecting = "l_arm"
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else
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return 1
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if(23 to 30) //Head, but we need to check for eye or mouth
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if(icon_x in 12 to 20)
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selecting = "head"
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switch(icon_y)
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if(23 to 24)
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if(icon_x in 15 to 17)
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selecting = "mouth"
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if(26) //Eyeline, eyes are on 15 and 17
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if(icon_x in 14 to 18)
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selecting = "eyes"
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if(25 to 27)
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if(icon_x in 15 to 17)
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selecting = "eyes"
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if(old_selecting != selecting)
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update_icon()
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return 1
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/obj/screen/zone_sel/update_icon()
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overlays.Cut()
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overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
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/obj/screen/Click(location, control, params)
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if(!usr) return 1
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switch(name)
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if("toggle")
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if(usr.hud_used.inventory_shown)
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usr.hud_used.inventory_shown = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.inventory_shown = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.hidden_inventory_update()
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if("equip")
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.quick_equip()
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if("resist")
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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if("mov_intent")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.legcuffed)
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C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
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C.m_intent = "walk" //Just incase
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C.hud_used.move_intent.icon_state = "walking"
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return 1
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if("m_intent")
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if(!usr.m_int)
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("Reset Machine")
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usr.unset_machine()
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if("internal")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>No longer running on internals.</span>"
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if(C.internals)
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C.internals.icon_state = "internal0"
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else
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if(!istype(C.wear_mask, /obj/item/clothing/mask))
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C << "<span class='notice'>You are not wearing a mask.</span>"
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return 1
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else
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var/list/nicename = null
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var/list/tankcheck = null
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var/breathes = "oxygen" //default, we'll check later
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var/list/contents = list()
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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breathes = H.species.breath_type
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nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
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tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
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else
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nicename = list("Right Hand", "Left Hand", "Back")
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tankcheck = list(C.r_hand, C.l_hand, C.back)
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for(var/i=1, i<tankcheck.len+1, ++i)
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if(istype(tankcheck[i], /obj/item/weapon/tank))
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var/obj/item/weapon/tank/t = tankcheck[i]
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if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
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contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
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continue //in it, so we're going to believe the tank is what it says it is
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switch(breathes)
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//These tanks we're sure of their contents
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if("nitrogen") //So we're a bit more picky about them.
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if(t.air_contents.gas["nitrogen"] && !t.air_contents.gas["oxygen"])
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contents.Add(t.air_contents.gas["nitrogen"])
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else
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contents.Add(0)
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if ("oxygen")
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if(t.air_contents.gas["oxygen"] && !t.air_contents.gas["phoron"])
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contents.Add(t.air_contents.gas["oxygen"])
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else
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contents.Add(0)
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// No races breath this, but never know about downstream servers.
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if ("carbon dioxide")
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if(t.air_contents.gas["carbon_dioxide"] && !t.air_contents.gas["phoron"])
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contents.Add(t.air_contents.gas["carbon_dioxide"])
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else
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contents.Add(0)
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else
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//no tank so we set contents to 0
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contents.Add(0)
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//Alright now we know the contents of the tanks so we have to pick the best one.
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var/best = 0
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var/bestcontents = 0
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for(var/i=1, i < contents.len + 1 , ++i)
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if(!contents[i])
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continue
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if(contents[i] > bestcontents)
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best = i
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bestcontents = contents[i]
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//We've determined the best container now we set it as our internals
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if(best)
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C << "<span class='notice'>You are now running on internals from [tankcheck[best]] on your [nicename[best]].</span>"
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C.internal = tankcheck[best]
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if(C.internal)
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if(C.internals)
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C.internals.icon_state = "internal1"
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else
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C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
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if("act_intent")
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usr.a_intent_change("right")
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if("help")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "intent_help"
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if("harm")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "intent_hurt"
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if("grab")
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "intent_grab"
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if("disarm")
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "intent_disarm"
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if("pull")
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usr.stop_pulling()
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if("throw")
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if(!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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if("drop")
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usr.drop_item_v()
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if("module")
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if(issilicon(usr))
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if(usr:module)
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return 1
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usr:pick_module()
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if("radio")
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if(issilicon(usr))
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usr:radio_menu()
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if("panel")
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if(issilicon(usr))
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usr:installed_modules()
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if("store")
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if(issilicon(usr))
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usr:uneq_active()
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if("module1")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(1)
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if("module2")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(2)
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if("module3")
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(3)
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if("Allow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Disallow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Allow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Disallow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Allow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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if("Disallow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.equipped(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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if("Toggle Gun Mode")
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usr.client.ToggleGunMode()
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else
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return 0
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return 1
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/obj/screen/inventory/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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switch(name)
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if("r_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("r")
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usr.next_move = world.time+2
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if("l_hand")
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.activate_hand("l")
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usr.next_move = world.time+2
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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else
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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usr.next_move = world.time+6
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return 1
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