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Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm 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code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
275 lines
6.8 KiB
Plaintext
275 lines
6.8 KiB
Plaintext
/obj/item/device/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = FPRINT | TABLEPASS| CONDUCT
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throwforce = 5
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w_class = 2.0
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throw_speed = 3
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throw_range = 10
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var/secured = 0
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var/obj/item/device/assembly/a_left = null
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var/obj/item/device/assembly/a_right = null
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var/obj/special_assembly = null
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proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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return
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proc/attach_special(var/obj/O, var/mob/user)
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return
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proc/process_activation(var/obj/item/device/D)
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return
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proc/detached()
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return
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IsAssemblyHolder()
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return 1
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attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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if((!D)||(!D2)) return 0
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if((!isassembly(D))||(!isassembly(D2))) return 0
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if((D:secured)||(D2:secured)) return 0
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if(user)
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user.remove_from_mob(D)
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user.remove_from_mob(D2)
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D:holder = src
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D2:holder = src
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D.loc = src
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D2.loc = src
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a_left = D
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a_right = D2
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name = "[D.name]-[D2.name] assembly"
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update_icon()
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usr.put_in_hands(src)
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return 1
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attach_special(var/obj/O, var/mob/user)
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if(!O) return
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if(!O.IsSpecialAssembly()) return 0
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/* if(O:Attach_Holder())
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special_assembly = O
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update_icon()
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src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
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*/
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return
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update_icon()
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overlays.Cut()
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if(a_left)
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overlays += "[a_left.icon_state]_left"
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for(var/O in a_left.attached_overlays)
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overlays += "[O]_l"
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if(a_right)
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src.overlays += "[a_right.icon_state]_right"
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for(var/O in a_right.attached_overlays)
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overlays += "[O]_r"
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if(master)
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master.update_icon()
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/* if(special_assembly)
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special_assembly.update_icon()
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if(special_assembly:small_icon_state)
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src.overlays += special_assembly:small_icon_state
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for(var/O in special_assembly:small_icon_state_overlays)
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src.overlays += O
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*/
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examine()
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set src in view()
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..()
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if ((in_range(src, usr) || src.loc == usr))
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if (src.secured)
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usr << "\The [src] is ready!"
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else
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usr << "\The [src] can be attached!"
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return
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HasProximity(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.HasProximity(AM)
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if(a_right)
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a_right.HasProximity(AM)
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if(special_assembly)
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special_assembly.HasProximity(AM)
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HasEntered(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.HasEntered(AM)
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if(a_right)
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a_right.HasEntered(AM)
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if(special_assembly)
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special_assembly.HasEntered(AM)
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on_found(mob/finder as mob)
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if(a_left)
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a_left.on_found(finder)
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if(a_right)
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a_right.on_found(finder)
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if(special_assembly)
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if(istype(special_assembly, /obj/item))
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var/obj/item/S = special_assembly
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S.on_found(finder)
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Move()
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..()
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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// if(special_assembly)
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// special_assembly:holder_movement()
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return
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attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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// if(special_assembly)
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// special_assembly:Holder_Movement()
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..()
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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if(!a_left || !a_right)
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user << "\red BUG:Assembly part missing, please report this!"
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return
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a_left.toggle_secure()
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a_right.toggle_secure()
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secured = !secured
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if(secured)
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user << "\blue \The [src] is ready!"
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else
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user << "\blue \The [src] can now be taken apart!"
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update_icon()
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return
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else if(W.IsSpecialAssembly())
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attach_special(W, user)
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else
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..()
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return
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attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(src.secured)
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if(!a_left || !a_right)
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user << "\red Assembly part missing!"
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return
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if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left") a_left.attack_self(user)
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if("Right") a_right.attack_self(user)
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return
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else
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if(!istype(a_left,/obj/item/device/assembly/igniter))
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a_left.attack_self(user)
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if(!istype(a_right,/obj/item/device/assembly/igniter))
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a_right.attack_self(user)
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else
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var/turf/T = get_turf(src)
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if(!T) return 0
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if(a_left)
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a_left:holder = null
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a_left.loc = T
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if(a_right)
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a_right:holder = null
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a_right.loc = T
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spawn(0)
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del(src)
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return
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process_activation(var/obj/D, var/normal = 1, var/special = 1)
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if(!D) return 0
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if(!secured)
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visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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if((normal) && (a_right) && (a_left))
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if(a_right != D)
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a_right.pulsed(0)
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if(a_left != D)
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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// if(special && special_assembly)
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// if(!special_assembly == D)
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// special_assembly.dothings()
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return 1
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/obj/item/device/assembly_holder/timer_igniter
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name = "timer-igniter assembly"
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New()
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..()
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var/obj/item/device/assembly/igniter/ign = new(src)
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ign.secured = 1
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ign.holder = src
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var/obj/item/device/assembly/timer/tmr = new(src)
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tmr.time=5
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tmr.secured = 1
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tmr.holder = src
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processing_objects.Add(tmr)
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a_left = tmr
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a_right = ign
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secured = 1
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update_icon()
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name = initial(name) + " ([tmr.time] secs)"
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loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
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detached()
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loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
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..()
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verb/configure()
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set name = "Set Timer"
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set category = "Object"
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set src in usr
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if ( !(usr.stat || usr.restrained()) )
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var/obj/item/device/assembly_holder/holder
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if(istype(src,/obj/item/weapon/grenade/chem_grenade))
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var/obj/item/weapon/grenade/chem_grenade/gren = src
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holder=gren.detonator
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var/obj/item/device/assembly/timer/tmr = holder.a_left
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if(!istype(tmr,/obj/item/device/assembly/timer))
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tmr = holder.a_right
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if(!istype(tmr,/obj/item/device/assembly/timer))
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usr << "<span class='notice'>This detonator has no timer.</span>"
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return
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if(tmr.timing)
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usr << "<span class='notice'>Clock is ticking already.</span>"
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else
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var/ntime = input("Enter desired time in seconds", "Time", "5") as num
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if (ntime>0 && ntime<1000)
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tmr.time = ntime
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name = initial(name) + "([tmr.time] secs)"
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usr << "<span class='notice'>Timer set to [tmr.time] seconds.</span>"
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else
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usr << "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>"
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else
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usr << "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>"
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