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refactor buckling to be more generic
Buckling procs and vars have been moved down to /obj. Behaviour is mostly the same, but you can buckle cuffed people to pipes and they will automatically unbuckle if the cuffs are removed. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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@@ -23,6 +23,8 @@
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if (source.handcuffed)
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var/obj/item/weapon/W = source.handcuffed
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source.handcuffed = null
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if(source.buckled && source.buckled.buckle_require_restraints)
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source.buckled.unbuckle_mob()
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source.update_inv_handcuffed()
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if (source.client)
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source.client.screen -= W
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@@ -70,7 +70,7 @@
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return
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if(user && user.buckled)
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user.buckled.unbuckle()
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user.buckled.unbuckle_mob()
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var/list/tempL = L
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var/attempt = null
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@@ -119,6 +119,8 @@
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"You cut \the [C]'s restraints with \the [src]!",\
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"You hear cable being cut.")
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C.handcuffed = null
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if(C.buckled && C.buckled.buckle_require_restraints)
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C.buckled.unbuckle_mob()
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C.update_inv_handcuffed()
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return
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else
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@@ -531,4 +533,4 @@
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if(!resolved && tool && target)
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tool.afterattack(target,user,1)
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if(tool)
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tool.loc = src*/
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tool.loc = src*/
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