mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Protolathe and CI build procs moved to them from RD console. Protolathe and CI now have a build queue. Designs take varying time to build. P and CI material storage is now a list instead of a set of vars. origin_tech is now a list. All sheets now contain exactly 2000 units of matter. In design datum, chemicals and materials are two separate lists. Designs are now sorted. The method is kinda hacky but flexible. They have a var, sort_string. Designs are sorted alphabetically using it. Circuits how show whether they build a machine or a computer in CI menu. Adds item construction, for now protolathe is used.
643 lines
19 KiB
Plaintext
643 lines
19 KiB
Plaintext
/obj/item/weapon/phone
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name = "red phone"
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desc = "Should anything ever go wrong..."
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icon = 'icons/obj/items.dmi'
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icon_state = "red_phone"
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flags = CONDUCT
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force = 3.0
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throwforce = 2.0
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throw_speed = 1
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throw_range = 4
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w_class = 2
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attack_verb = list("called", "rang")
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hitsound = 'sound/weapons/ring.ogg'
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/obj/item/weapon/rsp
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name = "\improper Rapid-Seed-Producer (RSP)"
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desc = "A device used to rapidly deploy seeds."
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icon = 'icons/obj/items.dmi'
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icon_state = "rcd"
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opacity = 0
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density = 0
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anchored = 0.0
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var/stored_matter = 0
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var/mode = 1
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w_class = 3.0
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/obj/item/weapon/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "soap"
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w_class = 2.0
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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/obj/item/weapon/soap/nanotrasen
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desc = "A Nanotrasen brand bar of soap. Smells of phoron."
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icon_state = "soapnt"
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/obj/item/weapon/soap/deluxe
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icon_state = "soapdeluxe"
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/obj/item/weapon/soap/deluxe/New()
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of [pick("lavender", "vanilla", "strawberry", "chocolate" ,"space")]."
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/obj/item/weapon/soap/syndie
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desc = "An untrustworthy bar of soap. Smells of fear."
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icon_state = "soapsyndie"
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/obj/item/weapon/bikehorn
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name = "bike horn"
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desc = "A horn off of a bicycle."
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icon = 'icons/obj/items.dmi'
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icon_state = "bike_horn"
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item_state = "bike_horn"
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throwforce = 3
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w_class = 2
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throw_speed = 3
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throw_range = 15
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attack_verb = list("HONKED")
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var/spam_flag = 0
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/obj/item/weapon/c_tube
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name = "cardboard tube"
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desc = "A tube... of cardboard."
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icon = 'icons/obj/items.dmi'
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icon_state = "c_tube"
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throwforce = 1
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w_class = 2.0
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throw_speed = 4
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throw_range = 5
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/obj/item/weapon/cane
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name = "cane"
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desc = "A cane used by a true gentlemen. Or a clown."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "cane"
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item_state = "stick"
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flags = CONDUCT
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force = 5.0
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throwforce = 7.0
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w_class = 2.0
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matter = list("metal" = 50)
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attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
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/obj/item/weapon/cane/concealed
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var/concealed_blade
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/obj/item/weapon/cane/concealed/New()
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..()
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concealed_blade = new/obj/item/weapon/butterfly/switchblade(src)
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/obj/item/weapon/cane/concealed/attack_self(mob/user)
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if(concealed_blade)
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user.visible_message("<span class='warning'>[user] has unsheathed \a [concealed_blade] from \his [src]!</span>", "You unsheathe \the [concealed_blade] from \the [src].")
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// Calling drop/put in hands to properly call item drop/pickup procs
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playsound(user.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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user.drop_from_inventory(src)
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user.put_in_hands(concealed_blade)
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user.put_in_hands(src)
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concealed_blade = null
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update_icon()
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else
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..()
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/obj/item/weapon/cane/concealed/attackby(var/obj/item/weapon/butterfly/W, var/mob/user)
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if(!src.concealed_blade && istype(W))
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user.visible_message("<span class='warning'>[user] has sheathed \a [W] into \his [src]!</span>", "You sheathe \the [W] into \the [src].")
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user.drop_from_inventory(W)
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W.loc = src
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src.concealed_blade = W
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update_icon()
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else
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..()
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/obj/item/weapon/cane/concealed/update_icon()
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if(concealed_blade)
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name = initial(name)
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icon_state = initial(icon_state)
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item_state = initial(icon_state)
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else
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name = "cane shaft"
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icon_state = "nullrod"
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item_state = "foldcane"
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/obj/item/weapon/disk
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name = "disk"
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icon = 'icons/obj/items.dmi'
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/obj/item/weapon/disk/nuclear
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name = "nuclear authentication disk"
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desc = "Better keep this safe."
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icon_state = "nucleardisk"
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item_state = "card-id"
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w_class = 2.0
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/*
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/obj/item/weapon/game_kit
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name = "Gaming Kit"
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icon = 'icons/obj/items.dmi'
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icon_state = "game_kit"
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var/selected = null
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var/board_stat = null
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var/data = ""
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var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit"
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item_state = "sheet-metal"
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w_class = 5.0
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*/
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/obj/item/weapon/gift
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name = "gift"
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desc = "A wrapped item."
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icon = 'icons/obj/items.dmi'
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icon_state = "gift3"
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var/size = 3.0
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var/obj/item/gift = null
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item_state = "gift"
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w_class = 4.0
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/obj/item/weapon/legcuffs
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name = "legcuffs"
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desc = "Use this to keep prisoners in line."
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gender = PLURAL
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icon = 'icons/obj/items.dmi'
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icon_state = "handcuff"
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flags = CONDUCT
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throwforce = 0
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w_class = 3.0
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origin_tech = list(TECH_MATERIAL = 1)
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var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
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/obj/item/weapon/legcuffs/beartrap
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name = "bear trap"
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throw_speed = 2
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throw_range = 1
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icon_state = "beartrap0"
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desc = "A trap used to catch bears and other legged creatures."
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var/armed = 0
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suicide_act(mob/user)
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viewers(user) << "\red <b>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</b>"
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return (BRUTELOSS)
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/obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob)
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..()
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if(ishuman(user) && !user.stat && !user.restrained())
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armed = !armed
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icon_state = "beartrap[armed]"
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user << "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>"
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/obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj)
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if(armed)
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if(ishuman(AM))
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if(isturf(src.loc))
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var/mob/living/carbon/H = AM
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if(H.m_intent == "run")
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armed = 0
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H.legcuffed = src
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src.loc = H
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H.update_inv_legcuffed()
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H << "\red <B>You step on \the [src]!</B>"
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feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
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for(var/mob/O in viewers(H, null))
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if(O == H)
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continue
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O.show_message("\red <B>[H] steps on \the [src].</B>", 1)
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if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
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armed = 0
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var/mob/living/simple_animal/SA = AM
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SA.health -= 20
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..()
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/obj/item/weapon/caution
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desc = "Caution! Wet Floor!"
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name = "wet floor sign"
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icon = 'icons/obj/janitor.dmi'
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icon_state = "caution"
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force = 1.0
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throwforce = 3.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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attack_verb = list("warned", "cautioned", "smashed")
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/obj/item/weapon/caution/cone
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desc = "This cone is trying to warn you of something!"
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name = "warning cone"
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icon_state = "cone"
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/*/obj/item/weapon/syndicate_uplink
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name = "station bounced radio"
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desc = "Remain silent about this..."
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icon = 'icons/obj/radio.dmi'
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icon_state = "radio"
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var/temp = null
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var/uses = 10.0
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var/selfdestruct = 0.0
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var/traitor_frequency = 0.0
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var/mob/currentUser = null
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var/obj/item/device/radio/origradio = null
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flags = CONDUCT | ONBELT
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w_class = 2.0
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item_state = "radio"
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throw_speed = 4
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throw_range = 20
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matter = list("metal" = 100
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origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 3)*/
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/obj/item/weapon/SWF_uplink
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name = "station-bounced radio"
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desc = "used to comunicate it appears."
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icon = 'icons/obj/radio.dmi'
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icon_state = "radio"
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var/temp = null
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var/uses = 4.0
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var/selfdestruct = 0.0
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var/traitor_frequency = 0.0
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var/obj/item/device/radio/origradio = null
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "radio"
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throwforce = 5
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w_class = 2.0
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throw_speed = 4
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throw_range = 20
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matter = list("metal" = 100)
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origin_tech = list(TECH_MAGNET = 1)
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/obj/item/weapon/staff
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name = "wizards staff"
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desc = "Apparently a staff used by the wizard."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "staff"
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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flags = NOSHIELD
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attack_verb = list("bludgeoned", "whacked", "disciplined")
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/obj/item/weapon/staff/broom
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name = "broom"
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desc = "Used for sweeping, and flying into the night while cackling. Black cat not included."
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icon = 'icons/obj/wizard.dmi'
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icon_state = "broom"
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/obj/item/weapon/staff/gentcane
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name = "Gentlemans Cane"
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desc = "An ebony can with an ivory tip."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "cane"
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item_state = "stick"
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/obj/item/weapon/staff/stick
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name = "stick"
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desc = "A great tool to drag someone else's drinks across the bar."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "stick"
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item_state = "stick"
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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flags = NOSHIELD
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/obj/item/weapon/wire
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desc = "This is just a simple piece of regular insulated wire."
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name = "wire"
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icon = 'icons/obj/power.dmi'
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icon_state = "item_wire"
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var/amount = 1.0
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var/laying = 0.0
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var/old_lay = null
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matter = list("metal" = 40)
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attack_verb = list("whipped", "lashed", "disciplined", "tickled")
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suicide_act(mob/user)
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viewers(user) << "\red <b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b>"
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return (OXYLOSS)
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/obj/item/weapon/module
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icon = 'icons/obj/module.dmi'
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icon_state = "std_module"
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w_class = 2.0
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item_state = "electronic"
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flags = CONDUCT
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var/mtype = 1 // 1=electronic 2=hardware
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/obj/item/weapon/module/card_reader
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name = "card reader module"
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icon_state = "card_mod"
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desc = "An electronic module for reading data and ID cards."
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/obj/item/weapon/module/power_control
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name = "power control module"
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icon_state = "power_mod"
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desc = "Heavy-duty switching circuits for power control."
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matter = list("metal" = 50, "glass" = 50)
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/obj/item/weapon/module/power_control/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if (istype(W, /obj/item/device/multitool))
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var/obj/item/weapon/circuitboard/ghettosmes/newcircuit = new/obj/item/weapon/circuitboard/ghettosmes(user.loc)
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del(src)
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user.put_in_hands(newcircuit)
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/obj/item/weapon/module/id_auth
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name = "\improper ID authentication module"
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icon_state = "id_mod"
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desc = "A module allowing secure authorization of ID cards."
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/obj/item/weapon/module/cell_power
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name = "power cell regulator module"
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icon_state = "power_mod"
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desc = "A converter and regulator allowing the use of power cells."
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/obj/item/weapon/module/cell_power
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name = "power cell charger module"
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icon_state = "power_mod"
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desc = "Charging circuits for power cells."
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/obj/item/device/camera_bug
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name = "camera bug"
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icon = 'icons/obj/device.dmi'
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icon_state = "flash"
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w_class = 1.0
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item_state = "electronic"
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throw_speed = 4
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throw_range = 20
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/obj/item/weapon/camera_bug/attack_self(mob/usr as mob)
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var/list/cameras = new/list()
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for (var/obj/machinery/camera/C in cameranet.cameras)
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if (C.bugged && C.status)
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cameras.Add(C)
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if (length(cameras) == 0)
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usr << "\red No bugged functioning cameras found."
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return
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var/list/friendly_cameras = new/list()
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for (var/obj/machinery/camera/C in cameras)
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friendly_cameras.Add(C.c_tag)
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var/target = input("Select the camera to observe", null) as null|anything in friendly_cameras
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if (!target)
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return
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for (var/obj/machinery/camera/C in cameras)
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if (C.c_tag == target)
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target = C
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break
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if (usr.stat == 2) return
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usr.client.eye = target
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/*
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/obj/item/weapon/cigarpacket
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name = "Pete's Cuban Cigars"
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desc = "The most robust cigars on the planet."
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icon = 'icons/obj/cigarettes.dmi'
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icon_state = "cigarpacket"
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item_state = "cigarpacket"
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w_class = 1
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throwforce = 2
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var/cigarcount = 6
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flags = ONBELT
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*/
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/obj/item/weapon/pai_cable
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desc = "A flexible coated cable with a universal jack on one end."
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name = "data cable"
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icon = 'icons/obj/power.dmi'
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icon_state = "wire1"
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var/obj/machinery/machine
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///////////////////////////////////////Stock Parts /////////////////////////////////
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/obj/item/weapon/storage/part_replacer
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name = "rapid part exchange device"
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desc = "Special mechanical module made to store, sort, and apply standard machine parts."
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icon_state = "RPED"
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item_state = "RPED"
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w_class = 5
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can_hold = list(/obj/item/weapon/stock_parts)
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storage_slots = 50
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use_to_pickup = 1
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allow_quick_gather = 1
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allow_quick_empty = 1
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collection_mode = 1
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display_contents_with_number = 1
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max_w_class = 3
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max_storage_space = 100
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/obj/item/weapon/stock_parts
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name = "stock part"
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desc = "What?"
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gender = PLURAL
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icon = 'icons/obj/stock_parts.dmi'
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w_class = 2.0
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var/rating = 1
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New()
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src.pixel_x = rand(-5.0, 5)
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src.pixel_y = rand(-5.0, 5)
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//Rank 1
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/obj/item/weapon/stock_parts/console_screen
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name = "console screen"
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desc = "Used in the construction of computers and other devices with a interactive console."
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icon_state = "screen"
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origin_tech = list(TECH_MATERIAL = 1)
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matter = list("glass" = 200)
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/obj/item/weapon/stock_parts/capacitor
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name = "capacitor"
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desc = "A basic capacitor used in the construction of a variety of devices."
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icon_state = "capacitor"
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origin_tech = list(TECH_POWER = 1)
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matter = list("metal" = 50, "glass" = 50)
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/obj/item/weapon/stock_parts/scanning_module
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name = "scanning module"
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desc = "A compact, high resolution scanning module used in the construction of certain devices."
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icon_state = "scan_module"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list("metal" = 50, "glass" = 20)
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/obj/item/weapon/stock_parts/manipulator
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name = "micro-manipulator"
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desc = "A tiny little manipulator used in the construction of certain devices."
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|
icon_state = "micro_mani"
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origin_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
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|
matter = list("metal" = 30)
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|
|
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/obj/item/weapon/stock_parts/micro_laser
|
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name = "micro-laser"
|
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desc = "A tiny laser used in certain devices."
|
|
icon_state = "micro_laser"
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|
origin_tech = list(TECH_MAGNET = 1)
|
|
matter = list("metal" = 10, "glass" = 20)
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|
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/obj/item/weapon/stock_parts/matter_bin
|
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name = "matter bin"
|
|
desc = "A container for hold compressed matter awaiting re-construction."
|
|
icon_state = "matter_bin"
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origin_tech = list(TECH_MATERIAL = 1)
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matter = list("metal" = 80)
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|
|
|
//Rank 2
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/obj/item/weapon/stock_parts/capacitor/adv
|
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name = "advanced capacitor"
|
|
desc = "An advanced capacitor used in the construction of a variety of devices."
|
|
origin_tech = list(TECH_POWER = 3)
|
|
rating = 2
|
|
matter = list("metal" = 50,"glass" = 50)
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|
|
|
/obj/item/weapon/stock_parts/scanning_module/adv
|
|
name = "advanced scanning module"
|
|
desc = "A compact, high resolution scanning module used in the construction of certain devices."
|
|
icon_state = "scan_module"
|
|
origin_tech = list(TECH_MAGNET = 3)
|
|
rating = 2
|
|
matter = list("metal" = 50,"glass" = 20)
|
|
|
|
/obj/item/weapon/stock_parts/manipulator/nano
|
|
name = "nano-manipulator"
|
|
desc = "A tiny little manipulator used in the construction of certain devices."
|
|
icon_state = "nano_mani"
|
|
origin_tech = list(TECH_MATERIAL = 3, TECH_DATA = 2)
|
|
rating = 2
|
|
matter = list("metal" = 30)
|
|
|
|
/obj/item/weapon/stock_parts/micro_laser/high
|
|
name = "high-power micro-laser"
|
|
desc = "A tiny laser used in certain devices."
|
|
icon_state = "high_micro_laser"
|
|
origin_tech = list(TECH_MAGNET = 3)
|
|
rating = 2
|
|
matter = list("metal" = 10,"glass" = 20)
|
|
|
|
/obj/item/weapon/stock_parts/matter_bin/adv
|
|
name = "advanced matter bin"
|
|
desc = "A container for hold compressed matter awaiting re-construction."
|
|
icon_state = "advanced_matter_bin"
|
|
origin_tech = list(TECH_MATERIAL = 3)
|
|
rating = 2
|
|
matter = list("metal" = 80)
|
|
|
|
//Rating 3
|
|
|
|
/obj/item/weapon/stock_parts/capacitor/super
|
|
name = "super capacitor"
|
|
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
|
|
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
|
|
rating = 3
|
|
matter = list("metal" = 50,"glass" = 50)
|
|
|
|
/obj/item/weapon/stock_parts/scanning_module/phasic
|
|
name = "phasic scanning module"
|
|
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
|
|
origin_tech = list(TECH_MAGNET = 5)
|
|
rating = 3
|
|
matter = list("metal" = 50,"glass" = 20)
|
|
|
|
/obj/item/weapon/stock_parts/manipulator/pico
|
|
name = "pico-manipulator"
|
|
desc = "A tiny little manipulator used in the construction of certain devices."
|
|
icon_state = "pico_mani"
|
|
origin_tech = list(TECH_MATERIAL = 5, TECH_DATA = 2)
|
|
rating = 3
|
|
matter = list("metal" = 30)
|
|
|
|
/obj/item/weapon/stock_parts/micro_laser/ultra
|
|
name = "ultra-high-power micro-laser"
|
|
icon_state = "ultra_high_micro_laser"
|
|
desc = "A tiny laser used in certain devices."
|
|
origin_tech = list(TECH_MAGNET = 5)
|
|
rating = 3
|
|
matter = list("metal" = 10,"glass" = 20)
|
|
|
|
/obj/item/weapon/stock_parts/matter_bin/super
|
|
name = "super matter bin"
|
|
desc = "A container for hold compressed matter awaiting re-construction."
|
|
icon_state = "super_matter_bin"
|
|
origin_tech = list(TECH_MATERIAL = 5)
|
|
rating = 3
|
|
matter = list("metal" = 80)
|
|
|
|
// Subspace stock parts
|
|
|
|
/obj/item/weapon/stock_parts/subspace/ansible
|
|
name = "subspace ansible"
|
|
icon_state = "subspace_ansible"
|
|
desc = "A compact module capable of sensing extradimensional activity."
|
|
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
|
|
matter = list("metal" = 30,"glass" = 10)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/filter
|
|
name = "hyperwave filter"
|
|
icon_state = "hyperwave_filter"
|
|
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
|
|
origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2)
|
|
matter = list("metal" = 30,"glass" = 10)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/amplifier
|
|
name = "subspace amplifier"
|
|
icon_state = "subspace_amplifier"
|
|
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
|
|
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
|
|
matter = list("metal" = 30,"glass" = 10)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/treatment
|
|
name = "subspace treatment disk"
|
|
icon_state = "treatment_disk"
|
|
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
|
|
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2)
|
|
matter = list("metal" = 30,"glass" = 10)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/analyzer
|
|
name = "subspace wavelength analyzer"
|
|
icon_state = "wavelength_analyzer"
|
|
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
|
|
origin_tech = list(TECH_DATA = 3, TECH_MAGNETS = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
|
|
matter = list("metal" = 30,"glass" = 10)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/crystal
|
|
name = "ansible crystal"
|
|
icon_state = "ansible_crystal"
|
|
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
|
|
origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
|
|
matter = list("glass" = 50)
|
|
|
|
/obj/item/weapon/stock_parts/subspace/transmitter
|
|
name = "subspace transmitter"
|
|
icon_state = "subspace_transmitter"
|
|
desc = "A large piece of equipment used to open a window into the subspace dimension."
|
|
origin_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3)
|
|
matter = list("metal" = 50)
|
|
|
|
/obj/item/weapon/ectoplasm
|
|
name = "ectoplasm"
|
|
desc = "spooky"
|
|
gender = PLURAL
|
|
icon = 'icons/obj/wizard.dmi'
|
|
icon_state = "ectoplasm"
|
|
|
|
/obj/item/weapon/research
|
|
name = "research debugging device"
|
|
desc = "Instant research tool. For testing purposes only."
|
|
icon = 'icons/obj/stock_parts.dmi'
|
|
icon_state = "smes_coil"
|
|
origin_tech = list(TECH_MATERIAL = 19, TECH_ENGINERING = 19, TECH_PHORON = 19, TECH_POWER = 19, TECH_BLUESPACE = 19, TECH_BIO = 19, TECH_COMBAT = 19, TECH_MAGNET = 19, TECH_DATA = 19, TECH_ILLEGAL = 19, TECH_ARCANE = 19)
|