mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-22 19:46:36 +01:00
Construction Update
This commit is contained in:
@@ -297,6 +297,7 @@
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new /obj/item/taperoll/police(src)
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new /obj/item/weapon/gun/projectile/colt/detective(src)
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new /obj/item/clothing/accessory/holster/armpit(src)
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new /obj/item/device/flashlight/maglight(src)
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return
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/obj/structure/closet/secure_closet/detective/update_icon()
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@@ -35,6 +35,21 @@
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icon_state = "open"
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layer = SHOWER_OPEN_LAYER
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/obj/structure/curtain/attackby(obj/item/P, mob/user)
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if(istype(P, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
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user << "<span class='notice'>You start to cut the shower curtains.</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 10))
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user << "<span class='notice'>You cut the shower curtains.</span>"
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var/obj/item/stack/material/plastic/A = new /obj/item/stack/material/plastic( src.loc )
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A.amount = 3
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qdel(src)
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return
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else
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src.attack_hand(user)
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return
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/obj/structure/curtain/black
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name = "black curtain"
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color = "#222222"
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@@ -8,9 +8,19 @@
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var/obj/item/weapon/extinguisher/has_extinguisher
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var/opened = 0
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/obj/structure/extinguisher_cabinet/New()
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/obj/structure/extinguisher_cabinet/New(var/loc, var/dir, var/building = 0)
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..()
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has_extinguisher = new/obj/item/weapon/extinguisher(src)
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if(building)
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if(loc)
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src.loc = loc
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
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pixel_y = (dir & 3)? (dir ==1 ? -27 : 27) : 0
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update_icon()
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return
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else
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has_extinguisher = new/obj/item/weapon/extinguisher(src)
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/obj/structure/extinguisher_cabinet/attackby(obj/item/O, mob/user)
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if(isrobot(user))
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@@ -23,12 +33,21 @@
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user << "<span class='notice'>You place [O] in [src].</span>"
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else
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opened = !opened
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if(istype(O, /obj/item/weapon/wrench))
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if(!has_extinguisher)
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user << "<span class='notice'>You start to unwrench the extinguisher cabinet.</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 15))
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user << "<span class='notice'>You unwrench the extinguisher cabinet.</span>"
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new /obj/item/frame/extinguisher_cabinet( src.loc )
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qdel(src)
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return
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else
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opened = !opened
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update_icon()
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/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
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/obj/structure/extinguisher_cabinet/attack_hand(mob/living/user)
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if(isrobot(user))
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return
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if (ishuman(user))
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@@ -107,7 +107,7 @@
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if(!isliving(usr))
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return
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var/mob/living/user = usr
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if(href_list["take"])
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switch(href_list["take"])
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if("garbage")
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@@ -213,10 +213,10 @@
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..()
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/obj/structure/bed/chair/janicart/relaymove(mob/user, direction)
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/obj/structure/bed/chair/janicart/relaymove(mob/living/user, direction)
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if(user.stat || user.stunned || user.weakened || user.paralysis)
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unbuckle_mob()
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if(istype(user.l_hand, /obj/item/key) || istype(user.r_hand, /obj/item/key))
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if(user.get_type_in_hands(/obj/item/key))
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step(src, direction)
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update_mob()
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else
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@@ -8,9 +8,18 @@
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anchored = 1
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var/shattered = 0
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var/list/ui_users = list()
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var/glass = 1
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/obj/structure/mirror/New(var/loc, var/dir, var/building = 0, mob/user as mob)
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if(building)
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glass = 0
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icon_state = "mirror_frame"
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
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pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0
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return
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/obj/structure/mirror/attack_hand(mob/user as mob)
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if(!glass) return
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if(shattered) return
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if(ishuman(user))
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@@ -22,6 +31,7 @@
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AC.ui_interact(user)
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/obj/structure/mirror/proc/shatter()
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if(!glass) return
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if(shattered) return
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shattered = 1
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icon_state = "mirror_broke"
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@@ -34,18 +44,57 @@
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if(prob(Proj.get_structure_damage() * 2))
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if(!shattered)
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shatter()
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else
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else if(glass)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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..()
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/obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob)
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if(shattered)
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if(istype(I, /obj/item/weapon/wrench))
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if(!glass)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 20))
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user << "<span class='notice'>You unfasten the frame.</span>"
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new /obj/item/frame/mirror( src.loc )
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qdel(src)
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return
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if(istype(I, /obj/item/weapon/crowbar))
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if(shattered && glass)
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user << "<span class='notice'>The broken glass falls out.</span>"
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icon_state = "mirror_frame"
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glass = !glass
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new /obj/item/weapon/material/shard( src.loc )
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return
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if(!shattered && glass)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You remove the glass.</span>"
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glass = !glass
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icon_state = "mirror_frame"
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new /obj/item/stack/material/glass( src.loc, 2 )
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return
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if(istype(I, /obj/item/stack/material/glass))
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if(!glass)
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var/obj/item/stack/material/glass/G = I
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if (G.get_amount() < 2)
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user << "<span class='warning'>You need two sheets of glass to add them to the frame.</span>"
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return
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user << "<span class='notice'>You start to add the glass to the frame.</span>"
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if(do_after(user, 20))
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if (G.use(2))
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shattered = 0
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glass = 1
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icon_state = "mirror"
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user << "<span class='notice'>You add the glass to the frame.</span>"
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return
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if(shattered && glass)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return
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if(prob(I.force * 2))
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visible_message("<span class='warning'>[user] smashes [src] with [I]!</span>")
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shatter()
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if(glass)
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shatter()
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else
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visible_message("<span class='warning'>[user] hits [src] with [I]!</span>")
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
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@@ -53,13 +102,14 @@
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/obj/structure/mirror/attack_generic(var/mob/user, var/damage)
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user.do_attack_animation(src)
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if(shattered)
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if(shattered && glass)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return 0
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if(damage)
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
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shatter()
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if(glass)
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shatter()
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else
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user.visible_message("<span class='danger'>[user] hits [src] and bounces off!</span>")
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return 1
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@@ -7,6 +7,18 @@
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anchored = 1
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var/notices = 0
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/obj/structure/noticeboard/New(var/loc, var/dir, var/building = 0)
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..()
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if(building)
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if(loc)
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src.loc = loc
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -32 : 32)
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pixel_y = (dir & 3)? (dir ==1 ? -27 : 27) : 0
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update_icon()
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return
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/obj/structure/noticeboard/initialize()
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for(var/obj/item/I in loc)
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if(notices > 4) break
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@@ -28,6 +40,14 @@
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user << "<span class='notice'>You pin the paper to the noticeboard.</span>"
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else
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user << "<span class='notice'>You reach to pin your paper to the board but hesitate. You are certain your paper will not be seen among the many others already attached.</span>"
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if(istype(O, /obj/item/weapon/wrench))
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user << "<span class='notice'>You start to unwrench the noticeboard.</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 15))
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user << "<span class='notice'>You unwrench the noticeboard.</span>"
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new /obj/item/frame/noticeboard( src.loc )
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qdel(src)
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return
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/obj/structure/noticeboard/attack_hand(var/mob/user)
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examine(user)
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@@ -64,15 +84,14 @@
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return
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var/obj/item/P = locate(href_list["write"])
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if((P && P.loc == src)) //ifthe paper's on the board
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if(istype(usr.r_hand, /obj/item/weapon/pen)) //and you're holding a pen
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add_fingerprint(usr)
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P.attackby(usr.r_hand, usr) //then do ittttt
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else
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if(istype(usr.l_hand, /obj/item/weapon/pen)) //check other hand for pen
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add_fingerprint(usr)
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P.attackby(usr.l_hand, usr)
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var/mob/living/M = usr
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if(istype(M))
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var/obj/item/weapon/pen/E = M.get_type_in_hands(/obj/item/weapon/pen)
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if(E)
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add_fingerprint(M)
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P.attackby(E, usr)
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else
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usr << "<span class='notice'>You'll need something to write with!</span>"
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M << "<span class='notice'>You'll need something to write with!</span>"
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if(href_list["read"])
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var/obj/item/weapon/paper/P = locate(href_list["read"])
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if((P && P.loc == src))
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@@ -90,7 +90,7 @@ FLOOR SAFES
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var/mob/living/carbon/human/user = usr
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var/canhear = 0
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if(istype(user.l_hand, /obj/item/clothing/accessory/stethoscope) || istype(user.r_hand, /obj/item/clothing/accessory/stethoscope))
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if(user.get_type_in_hands(/obj/item/clothing/accessory/stethoscope))
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canhear = 1
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if(href_list["open"])
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@@ -358,7 +358,7 @@
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (user.hand)
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
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