mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-26 17:46:41 +01:00
624 lines
19 KiB
Plaintext
624 lines
19 KiB
Plaintext
// todo: god damnit it's time to refactor lockers again ~silicons
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/obj/structure/closet
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name = "closet"
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desc = "It's a basic storage unit."
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icon = 'icons/obj/closets/bases/closet.dmi'
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icon_state = "base"
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density = 1
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w_class = WEIGHT_CLASS_HUGE
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layer = UNDER_JUNK_LAYER
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armor_type = /datum/armor/object/medium
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worth_intrinsic = 25
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integrity = 200
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integrity_max = 200
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = FALSE
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var/sealed = FALSE
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var/seal_tool = /obj/item/weldingtool //Tool used to seal the closet, defaults to welder
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/breakout = 0 //if someone is currently breaking out. mutex
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var/breakout_time = 2 //2 minutes by default
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breakout_sound = 'sound/effects/grillehit.ogg' //Sound that plays while breaking out
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// todo: why the fuck is this in terms of mob defines?? this is stupid.
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var/storage_capacity = 2 * MOB_MEDIUM //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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var/storage_cost = 40 //How much space this closet takes up if it's stuffed in another closet
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var/open_sound = 'sound/machines/click.ogg'
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var/close_sound = 'sound/machines/click.ogg'
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var/store_misc = 1 //Chameleon item check
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var/store_items = 1 //Will the closet store items?
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var/store_mobs = 1 //Will the closet store mobs?
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var/max_closets = 0 //Number of other closets allowed on tile before it won't close.
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var/list/starts_with
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var/singleton/closet_appearance = /singleton/closet_appearance
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var/broken = FALSE
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var/secure = FALSE
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var/locked = FALSE
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var/use_old_icon_update = FALSE
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var/is_maploaded = FALSE
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var/obj/item/electronics/airlock/lockerelectronics //Installed electronics
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var/lock_in_use = FALSE //Someone is doing some stuff with the lock here, better not proceed further
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// var/secure = FALSE //secure locker or not
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//! legacy
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/// override attackby and anything else closet-like
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var/not_actually_a_closet = FALSE
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//! end
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/obj/structure/closet/Initialize(mapload, singleton/closet_appearance/use_closet_appearance)
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. = ..()
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if(!isnull(use_closet_appearance))
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src.closet_appearance = use_closet_appearance
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legacy_spawn_contents()
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// Closets need to come later because of spawners potentially creating objects during init.
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// if closed, any item at the crate's loc is put in the contents
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if (mapload)
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is_maploaded = TRUE
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if(starts_with)
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create_objects_in_loc(src, starts_with)
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starts_with = null
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update_appearance()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/closet/LateInitialize()
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if(!opened && is_maploaded)
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take_contents()
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if(!use_old_icon_update && ispath(closet_appearance))
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var/singleton/closet_appearance/app = GET_SINGLETON(closet_appearance)
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if(app)
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icon = app.icon
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color = null
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update_icon()
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/obj/structure/closet/proc/update_icon_old()
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if(!opened)
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/proc/take_contents()
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// if(istype(loc, /mob/living))
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// return // No collecting mob organs if spawned inside mob
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// I'll leave this out, if someone dies to this from voring someone who made a closet go yell at a coder to
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// fix the fact you can build closets inside living people, not try to make it work you numbskulls.
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var/obj/item/I
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for(I in loc)
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if(I.density || I.anchored || I == src) continue
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I.forceMove(src)
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// adjust locker size to hold all items with 5 units of free store room
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var/content_size = 0
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for(I in contents)
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content_size += CEILING(I.w_class/2, 1)
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if(content_size > storage_capacity-5)
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storage_capacity = content_size + 5
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/**
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* The proc that fills the closet with its initial contents.
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*/
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/obj/structure/closet/proc/legacy_spawn_contents()
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return
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/obj/structure/closet/examine(mob/user, dist)
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. = ..()
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if(!opened)
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var/content_size = 0
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for(var/obj/item/I in contents)
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if(!I.anchored)
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content_size += CEILING(I.w_class/2, 1)
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if(!content_size)
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. += "It is empty."
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else if(storage_capacity > content_size*4)
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. += "It is barely filled."
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else if(storage_capacity > content_size*2)
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. += "It is less than half full."
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else if(storage_capacity > content_size)
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. += "There is still some free space."
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else
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. += "It is full."
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/obj/structure/closet/CanAllowThrough(atom/movable/mover, turf/target)
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if(wall_mounted)
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return TRUE
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return ..()
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/obj/structure/closet/proc/can_open()
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if(sealed)
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return FALSE
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if(locked)
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return FALSE
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return TRUE
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/obj/structure/closet/proc/can_close()
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var/closet_count = 0
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for(var/obj/structure/closet/closet in get_turf(src))
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if(closet != src)
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if(!closet.anchored)
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closet_count ++
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if(closet_count > max_closets)
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return 0
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return 1
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/obj/structure/closet/proc/dump_contents()
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//Cham Projector Exception
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for(var/obj/effect/dummy/chameleon/AD in src)
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AD.forceMove(loc)
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for(var/obj/I in src)
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I.forceMove(loc)
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for(var/mob/M in src)
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M.forceMove(loc)
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M.update_perspective()
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/obj/structure/closet/proc/open()
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if(opened)
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return 0
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if(!can_open())
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return 0
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dump_contents()
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icon_state = icon_opened
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opened = 1
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playsound(src, open_sound, 15, 1, -3)
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if(initial(density))
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density = !density
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update_icon()
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return 1
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/obj/structure/closet/proc/close()
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if(!opened)
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return 0
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if(!can_close())
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return 0
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var/stored_units = 0
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if(store_misc)
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stored_units += store_misc(stored_units)
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if(store_items)
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stored_units += store_items(stored_units)
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if(store_mobs)
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stored_units += store_mobs(stored_units)
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if(max_closets)
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stored_units += store_closets(stored_units)
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icon_state = icon_closed
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opened = 0
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playsound(src, close_sound, 15, 1, -3)
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if(initial(density))
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density = !density
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update_icon()
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return 1
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//Cham Projector Exception
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/obj/structure/closet/proc/store_misc(var/stored_units)
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var/added_units = 0
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for(var/obj/effect/dummy/chameleon/AD in loc)
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if((stored_units + added_units) > storage_capacity)
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break
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AD.forceMove(src)
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added_units++
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return added_units
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/obj/structure/closet/proc/store_items(var/stored_units)
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var/added_units = 0
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for(var/obj/item/I in loc)
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var/item_size = CEILING(I.w_class / 2, 1)
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if(stored_units + added_units + item_size > storage_capacity)
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continue
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if(!I.anchored)
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I.forceMove(src)
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added_units += item_size
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return added_units
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/obj/structure/closet/proc/store_mobs(var/stored_units)
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var/added_units = 0
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for(var/mob/living/M in loc)
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if(M.buckled) // || M.pinned.len)
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continue
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if(stored_units + added_units + M.mob_size > storage_capacity)
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break
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M.forceMove(src)
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M.update_perspective()
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added_units += M.mob_size
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return added_units
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/obj/structure/closet/proc/store_closets(var/stored_units)
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var/added_units = 0
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for(var/obj/structure/closet/C in loc)
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if(C == src) //Don't store ourself
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continue
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if(C.anchored) //Don't worry about anchored things on the same tile
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continue
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if(C.max_closets) //Prevents recursive storage
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continue
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if(stored_units + added_units + storage_cost > storage_capacity)
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break
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C.forceMove(src)
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added_units += storage_cost
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return added_units
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/obj/structure/closet/proc/toggle(mob/user as mob)
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if(!(opened ? close() : open()))
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to_chat(user, "<span class='notice'>It won't budge!</span>")
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return
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// this should probably use dump_contents()
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/obj/structure/closet/legacy_ex_act(severity)
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switch(severity)
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.forceMove(loc)
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LEGACY_EX_ACT(A, severity + 1, null)
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qdel(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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LEGACY_EX_ACT(A, severity + 1, null)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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qdel(src)
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/obj/structure/closet/deconstructed(method)
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dump_contents()
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return ..()
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/obj/structure/closet/attackby(obj/item/I, mob/living/user, list/params, clickchain_flags, damage_multiplier)
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(not_actually_a_closet)
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return ..()
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if(opened)
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if(istype(I, /obj/item/grab))
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var/obj/item/grab/G = I
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MouseDroppedOn(G.affecting, user) //act like they were dragged onto the closet
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return 0
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if(istype(I,/obj/item/tk_grab))
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return 0
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if(istype(I, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = I
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if(!WT.remove_fuel(0,user))
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if(!WT.isOn())
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return
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else
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to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
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return
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playsound(src, WT.tool_sound, 50)
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new /obj/item/stack/material/steel(loc)
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for(var/mob/M in viewers(src))
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M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
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qdel(src)
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return
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if(isrobot(user))
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return
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if(I.loc != user) // This should stop mounted modules ending up outside the module.
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return
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if(!user.attempt_insert_item_for_installation(I, opened? loc : src))
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return
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else if(istype(I, /obj/item/melee/ninja_energy_blade))
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if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [I]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
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var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
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spark_system.set_up(5, 0, loc)
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spark_system.start()
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src, /datum/soundbyte/sparks, 50, 1)
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else if(I.is_wrench())
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if(sealed)
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if(anchored)
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user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
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else
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user.visible_message("\The [user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.")
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if(do_after(user, 20 * I.tool_speed))
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if(!src) return
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to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>")
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anchored = !anchored
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return
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else if(istype(I, /obj/item/packageWrap))
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return
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else if(istype(I, /obj/item/extraction_pack)) //so fulton extracts dont open closets
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close()
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return
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else if(seal_tool)
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if(istype(I, seal_tool))
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var/obj/item/S = I
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if(istype(S, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = S
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if(!WT.remove_fuel(0,user))
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if(!WT.isOn())
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return
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else
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to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
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return
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if(do_after(user, 20 * S.tool_speed))
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if(opened)
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return
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playsound(src, S.tool_sound, 50)
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sealed = !sealed
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update_icon()
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>[src] has been [sealed?"sealed":"unsealed"] by [user.name].</span>", 3)
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else if(I.is_wrench())
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if(sealed)
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if(anchored)
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user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
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else
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user.visible_message("\The [user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.")
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playsound(src, I.tool_sound, 50)
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if(do_after(user, 20 * I.tool_speed))
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if(!src) return
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to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>")
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anchored = !anchored
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else if (!secure)
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attack_hand(user)
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else
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togglelock(user)
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return
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/obj/structure/closet/emag_act(remaining_charges, mob/user, emag_source)
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. = ..()
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broken = TRUE
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update_icon()
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/obj/structure/closet/MouseDroppedOnLegacy(atom/movable/O as mob|obj, mob/user as mob)
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if(istype(O, /atom/movable/screen)) //fix for HUD elements making their way into the world -Pete
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return
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if(O.loc == user)
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return
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if(!CHECK_MOBILITY(user, MOBILITY_CAN_USE))
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return
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if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src)))
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return
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if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
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return
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if(!opened)
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return
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if(istype(O, /obj/structure/closet))
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return
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step_towards(O, loc)
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if(user != O)
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user.show_viewers("<span class='danger'>[user] stuffs [O] into [src]!</span>")
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add_fingerprint(user)
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return
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/obj/structure/closet/relaymove(mob/user as mob)
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if(user.stat || !isturf(loc))
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return
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if(!open())
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to_chat(user, "<span class='notice'>It won't budge!</span>")
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/obj/structure/closet/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
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add_fingerprint(user)
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if(locked && secure)
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togglelock(user)
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else
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toggle(user)
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/obj/structure/closet/on_alt_click_interaction_chain(datum/event_args/actor/clickchain/clickchain, clickchain_flags, obj/item/active_item)
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. = ..()
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if(. & CLICKCHAIN_FLAGS_INTERACT_ABORT)
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return
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if(secure)
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verb_togglelock()
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return . | CLICKCHAIN_DID_SOMETHING | CLICKCHAIN_DO_NOT_PROPAGATE
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/obj/structure/closet/should_list_turf_on_alt_click(mob/user)
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return FALSE
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/obj/structure/closet/verb/verb_togglelock()
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set src in oview(1) // One square distance
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set category = VERB_CATEGORY_OBJECT
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set name = "Toggle Lock"
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if(!CHECK_MOBILITY(usr, MOBILITY_CAN_USE)) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
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return
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if((ishuman(usr) || isrobot(usr)) && secure)
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src.add_fingerprint(usr)
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src.togglelock(usr)
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// tk grab then use on self
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/obj/structure/closet/attack_self_tk(mob/user as mob)
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add_fingerprint(user)
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if(!toggle())
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to_chat(usr, "<span class='notice'>It won't budge!</span>")
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/obj/structure/closet/attack_ghost(mob/ghost)
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. = ..()
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if(ghost.client && ghost.client.inquisitive_ghost)
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ghost.examinate(src)
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if (!opened)
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to_chat(ghost, "It contains: [english_list(contents)].")
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/obj/structure/closet/verb/verb_toggleopen()
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set src in oview(1)
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set category = VERB_CATEGORY_OBJECT
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set name = "Toggle Open"
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if(!CHECK_MOBILITY(usr, MOBILITY_CAN_USE))
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return
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if(ishuman(usr) || isrobot(usr))
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add_fingerprint(usr)
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toggle(usr)
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else
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to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
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/obj/structure/closet/update_icon()//Putting the sealed stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
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|
if(use_old_icon_update)
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|
update_icon_old()
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|
return
|
|
if(opened)
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|
icon_state = "open"
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|
else if(broken)
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icon_state = "closed_emagged[sealed ? "_welded" : ""]"
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|
else if(locked)
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|
icon_state = "closed_locked[sealed ? "_welded" : ""]"
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|
else
|
|
icon_state = "closed_unlocked[sealed ? "_welded" : ""]"
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|
|
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/obj/structure/closet/proc/req_breakout()
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|
if(opened)
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|
return FALSE //Door's open... wait, why are you in it's contents then?
|
|
if(!sealed)
|
|
return FALSE //closed but not sealed...
|
|
if(secure && locked && !opened)
|
|
return TRUE
|
|
return TRUE
|
|
|
|
/obj/structure/closet/contents_resist(mob/escapee)
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|
if(breakout)
|
|
return
|
|
if(!req_breakout() && !opened)
|
|
open()
|
|
return
|
|
|
|
escapee.setClickCooldownLegacy(100)
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|
|
|
//okay, so the closet is either sealed or locked... resist!!!
|
|
to_chat(escapee, "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>")
|
|
|
|
visible_message("<span class='danger'>\The [src] begins to shake violently!</span>")
|
|
|
|
spawn(0)
|
|
breakout = 1 //can't think of a better way to do this right now.
|
|
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
|
|
if(!do_after(escapee, 50)) //5 seconds
|
|
breakout = 0
|
|
return
|
|
if(!escapee || escapee.incapacitated() || escapee.loc != src)
|
|
breakout = 0
|
|
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
|
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
|
|
if(!req_breakout())
|
|
breakout = 0
|
|
return
|
|
|
|
playsound(src, breakout_sound, 100, 1)
|
|
animate_shake()
|
|
add_fingerprint(escapee)
|
|
|
|
//Well then break it!
|
|
breakout = 0
|
|
to_chat(escapee, SPAN_WARNING("You successfully break out!"))
|
|
visible_message(SPAN_DANGER("\The [escapee] successfully broke out of \the [src]!"))
|
|
playsound(src, breakout_sound, 100, 1)
|
|
animate_shake()
|
|
break_open()
|
|
|
|
/obj/structure/closet/proc/break_open()
|
|
sealed = 0
|
|
update_icon()
|
|
//Do this to prevent contents from being opened into nullspace (read: bluespace)
|
|
if(istype(loc, /obj/structure/bigDelivery))
|
|
var/obj/structure/bigDelivery/BD = loc
|
|
BD.unwrap()
|
|
if(secure)
|
|
desc += " It appears to be broken."
|
|
broken = 1
|
|
locked = 0
|
|
open()
|
|
|
|
/obj/structure/closet/proc/animate_shake()
|
|
var/init_px = pixel_x
|
|
var/shake_dir = pick(-1, 1)
|
|
animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
|
|
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
|
|
|
|
/obj/structure/closet/onDropInto(var/atom/movable/AM)
|
|
return
|
|
|
|
/obj/structure/closet/AllowDrop()
|
|
return !opened
|
|
|
|
/obj/structure/closet/return_air_for_internal_lifeform(var/mob/living/L)
|
|
if(loc)
|
|
if(istype(loc, /obj/structure/closet))
|
|
return (loc.return_air_for_internal_lifeform(L))
|
|
return return_air()
|
|
|
|
/obj/structure/closet/CanReachOut(atom/movable/mover, atom/target, obj/item/tool, list/cache)
|
|
return FALSE
|
|
|
|
/obj/structure/closet/CanReachIn(atom/movable/mover, atom/target, obj/item/tool, list/cache)
|
|
return FALSE
|
|
|
|
/obj/structure/closet/emp_act(severity)
|
|
for(var/obj/O in src)
|
|
O.emp_act(severity)
|
|
if(!broken && secure)
|
|
if(prob(50/severity))
|
|
locked = !locked
|
|
update_icon()
|
|
if(prob(20/severity) && !opened)
|
|
if(!locked)
|
|
open()
|
|
else
|
|
req_access = list()
|
|
req_access = list(pick(get_all_station_access()))
|
|
..()
|
|
|
|
/obj/structure/closet/proc/togglelock(mob/user as mob)
|
|
if(!secure)
|
|
return
|
|
if(opened)
|
|
to_chat(user, "<span class='notice'>Close the locker first.</span>")
|
|
return
|
|
if(broken)
|
|
to_chat(user, "<span class='warning'>The locker appears to be broken.</span>")
|
|
return
|
|
if(user.loc == src)
|
|
to_chat(user, "<span class='notice'>You can't reach the lock from inside.</span>")
|
|
return
|
|
if(allowed(user))
|
|
locked = !locked
|
|
playsound(src, 'sound/machines/click.ogg', 15, 1, -3)
|
|
for(var/mob/O in viewers(user, 3))
|
|
if((O.client && !( O.has_status_effect(/datum/status_effect/sight/blindness) )))
|
|
to_chat(O, "<span class='notice'>The locker has been [locked ? null : "un"]locked by [user].</span>")
|
|
update_icon()
|
|
else
|
|
to_chat(user, "<span class='notice'>Access Denied</span>")
|
|
|
|
/obj/structure/closet/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
|
|
if(!broken && secure)
|
|
broken = 1
|
|
locked = 0
|
|
desc = "It appears to be broken."
|
|
update_icon()
|
|
|
|
if(visual_feedback)
|
|
visible_message(visual_feedback, audible_feedback)
|
|
else if(user && emag_source)
|
|
visible_message("<span class='warning'>\The [src] has been broken by \the [user] with \an [emag_source]!</span>", "You hear a faint electrical spark.")
|
|
else
|
|
visible_message("<span class='warning'>\The [src] sparks and breaks open!</span>", "You hear a faint electrical spark.")
|
|
return 1
|