mirror of
https://github.com/CHOMPstation/CHOMPstation.git
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The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. Cleaned up the cyborg_modules file Medical and Security borgs have a hud item. Medical bots bottles hold 60 of their chemical (up from 30). Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)". Medical bots now have two kelotane/dexalin pills (up from 1/ea). Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only. Husks brains can no longer be cut out. Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs. Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon. Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker. Glass doors will not set opacity to 1 after they close. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
353 lines
11 KiB
Plaintext
353 lines
11 KiB
Plaintext
/obj/item/weapon/storage
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icon = 'storage.dmi'
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name = "storage"
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var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
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var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
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var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
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var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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var/storage_slots = 7 //The number of storage slots in this container.
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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w_class = 3.0
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/obj/item/weapon/storage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/storage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/storage))
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L += G.gift:return_inv()
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return L
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/obj/item/weapon/storage/proc/show_to(mob/user as mob)
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for(var/obj/item/weapon/mousetrap/MT in src)
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if(MT.armed)
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for(var/mob/O in viewers(user, null))
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if(O == user)
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user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
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else
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user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
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MT.loc = user.loc
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MT.triggered(user, user.hand ? "l_hand" : "r_hand")
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MT.layer = OBJ_LAYER
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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user.client.screen += src.boxes
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user.client.screen += src.closer
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user.client.screen += src.contents
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user.s_active = src
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return
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/obj/item/weapon/storage/proc/hide_from(mob/user as mob)
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if(!user.client)
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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return
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/obj/item/weapon/storage/proc/close(mob/user as mob)
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src.hide_from(user)
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user.s_active = null
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return
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//This proc draws out the inventory and places the items on it. tx and ty are the upper left tile and mx, my are the bottm right.
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//The numbers are calculated from the bottom-left (Right hand slot on the map) being 1,1.
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/obj/item/weapon/storage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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src.boxes.screen_loc = text("[tx],[ty] to [mx],[my]")
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for(var/obj/O in src.contents)
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O.screen_loc = text("[cx],[cy]")
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O.layer = 20
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cx++
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if (cx > mx)
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cx = tx
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cy--
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src.closer.screen_loc = text("[mx+1],[my]")
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return
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//This proc determins the size of the inventory to be displayed. Please touch it only if you know what you're doing.
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/obj/item/weapon/storage/proc/orient2hud(mob/user as mob)
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var/mob/living/carbon/human/H = user
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var/col_num = 0
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var/row_count = min(7,storage_slots) -1 //For belts, the meanings of the two variables are inverted, so we don't have to declare new ones
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if (contents.len > 7)
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col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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if (src == user.l_hand)
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src.orient_objs(3-col_num, 3+row_count, 3, 3)
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else if(src == user.r_hand)
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src.orient_objs(1, 3+row_count, 1+col_num, 3)
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else if(src == user.back)
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src.orient_objs(4-col_num, 3+row_count, 4, 3)
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else if(istype(user, /mob/living/carbon/human) && src == H.belt)//only humans have belts
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src.orient_objs(1, 3+col_num, 1+row_count, 3)
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else
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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return
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//This proc is called when you want to place an item into the storage item.
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/obj/item/weapon/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(isrobot(user))
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user << "\blue You're a robot. No."
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return //Robots can't interact with storage items.
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if(src.loc == W)
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return //Means the item is already in the storage item
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if(contents.len >= storage_slots)
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user << "\red The [src] is full, make some space."
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return //Storage item is full
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if(can_hold.len)
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var/ok = 0
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for(var/A in can_hold)
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if(istype(W, text2path(A) ))
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ok = 1
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break
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if(!ok)
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user << "\red This [src] cannot hold [W]."
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return
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for(var/A in cant_hold) //Check for specific items which this container can't hold.
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if(istype(W, text2path(A) ))
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user << "\red This [src] cannot hold [W]."
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return
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if (W.w_class > max_w_class)
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user << "\red This [W] is too big for this [src]"
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return
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if(istype(W, /obj/item/weapon/tray))
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var/obj/item/weapon/tray/T = W
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if(T.calc_carry() > 0)
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if(prob(85))
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user << "\red The tray won't fit in [src]."
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return
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else
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W.loc = user.loc
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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W.dropped(user)
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user << "\red God damnit!"
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var/sum_w_class = W.w_class
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for(var/obj/item/I in contents)
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sum_w_class += I.w_class //Adds up the combined w_classes which will be in the storage item if the item is added to it.
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if(sum_w_class > max_combined_w_class)
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user << "\red The [src] is full, make some space."
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return
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if ( W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
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user << "\red The [src] cannot hold [W] as it's a storage item of the same size."
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return //To prevent the stacking of the same sized items.
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user.u_equip(W)
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W.loc = src
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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src.orient2hud(user)
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W.dropped(user)
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add_fingerprint(user)
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if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\blue [user] has added [W] to [src]!"))
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//Foreach goto(139)
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return
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/obj/item/weapon/storage/dropped(mob/user as mob)
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var/col_num = 0
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var/row_count = min(7,storage_slots) -1
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if (contents.len > 7)
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col_num = round((contents.len-1) / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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return
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/obj/item/weapon/storage/MouseDrop(over_object, src_location, over_location)
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..()
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if ((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if (usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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/obj/item/weapon/storage/attack_paw(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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return src.attack_hand(user)
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/obj/item/weapon/storage/attack_hand(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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if (src.loc == user)
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if (user.s_active)
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user.s_active.close(user)
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src.show_to(user)
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.orient2hud(user)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/storage/New()
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src.boxes = new /obj/screen/storage( )
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src.boxes.name = "storage"
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src.boxes.master = src
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src.boxes.icon_state = "block"
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src.boxes.screen_loc = "7,7 to 10,8"
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src.boxes.layer = 19
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src.closer = new /obj/screen/close( )
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src.closer.master = src
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src.closer.icon_state = "x"
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src.closer.layer = 20
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spawn( 5 )
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var/col_num = 0
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var/row_count = min(7,storage_slots) -1
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if (contents.len > 7)
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if(contents.len % 7)
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col_num = round(contents.len / 7) // 7 is the maximum allowed column height for r_hand, l_hand and back storage items.
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src.orient_objs(5, 10+col_num, 5 + row_count, 10)
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return
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return
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/obj/item/weapon/storage/emp_act(severity)
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if(!istype(src.loc, /mob/living))
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for(var/obj/O in contents)
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O.emp_act(severity)
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..()
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/obj/screen/storage/attackby(W, mob/user as mob)
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src.master.attackby(W, user)
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return
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/obj/item/weapon/storage/box/
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/obj/item/weapon/storage/box/survival/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/mask/breath( src )
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new /obj/item/weapon/tank/emergency_oxygen( src )
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return
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/obj/item/weapon/storage/box/engineer/New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/clothing/mask/breath( src )
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new /obj/item/weapon/tank/emergency_oxygen/engi( src )
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return
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/obj/item/weapon/storage/box/syndicate/New()
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..()
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switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1)))
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if ("bloodyspai")
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new /obj/item/clothing/under/chameleon(src)
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new /obj/item/clothing/mask/gas/voice(src)
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new /obj/item/weapon/card/id/syndicate(src)
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new /obj/item/clothing/shoes/syndigaloshes(src)
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return
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if ("stealth")
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new /obj/item/weapon/gun/energy/crossbow(src)
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new /obj/item/weapon/pen/sleepypen(src)
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new /obj/item/device/chameleon(src)
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return
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if ("screwed")
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new /obj/effect/spawner/newbomb/timer/syndicate(src)
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new /obj/effect/spawner/newbomb/timer/syndicate(src)
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new /obj/item/device/powersink(src)
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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return
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if ("guns")
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new /obj/item/weapon/gun/projectile(src)
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new /obj/item/ammo_magazine/a357(src)
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new /obj/item/weapon/card/emag(src)
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new /obj/item/weapon/plastique(src)
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return
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if ("murder")
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new /obj/item/weapon/melee/energy/sword(src)
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new /obj/item/weapon/cloaking_device(src)
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new /obj/item/weapon/card/emag(src)
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return
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if("freedom")
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
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O.imp = new /obj/item/weapon/implant/freedom(O)
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var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
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U.imp = new /obj/item/weapon/implant/uplink(U)
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return
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/obj/item/weapon/storage/dice/New()
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new /obj/item/weapon/dice( src )
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new /obj/item/weapon/dice/d20( src )
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..()
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return
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/obj/item/weapon/storage/mousetraps/New()
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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new /obj/item/weapon/mousetrap( src )
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..()
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return
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/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
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if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
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var/mob/M = usr
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
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if (over_object.name == "r_hand")
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if (!( M.r_hand ))
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M.u_equip(src)
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M.r_hand = src
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else
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if (over_object.name == "l_hand")
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if (!( M.l_hand ))
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M.u_equip(src)
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M.l_hand = src
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M.update_clothing()
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src.add_fingerprint(usr)
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return
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if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
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if (usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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return ///////////////////////////////////////////////////////Alright, that should do it. *MARKER* for any possible runtimes
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/obj/item/weapon/storage/pillbottlebox/New()
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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new /obj/item/weapon/storage/pill_bottle( src )
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..()
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return
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////////////////////////////////////////////////////////////////////////////////
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