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Refactors borg grippers, service now has a specialized gripper. (#24596)
* Fixing some minor typos for cyborg upgrade flavour text Throws in some missing apostrophes, capitalisation, and the letter "s." * Briefcase Full of Cash buff Increases the amount of cash in the Syndicate Briefcase Full of Cash from 600 Cr to 1000 Cr * Reverts double-feature PR * Reverts a broken revert * Reverting again because Ebba told me to * And reverting yet again * Most of the stuff Most of the refactor. Needs to fix medical borg doing shrapnel extraction. * Forgot this * fixing space intent * Newline * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * More improvement * CI fixes * GO AWAY SPACE INDENTATION I DIDN'T PUT YOU THERE AAAAA * oops mb mb * Makes this work with ebba's PR * get dat fokkin disk * Update cyborg_gripper.dm * Removes all nuclear stuff * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update cyborg_gripper.dm * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update cyborg_gripper.dm * coin flipping * Update cyborg_gripper.dm * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * EOL comments no longer EOL * autodoc * Update cyborg_gripper.dm * can hold all * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Oh hi mark! * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Line split * Some comments, examine(). Examining a gripper now tells you what's inside. --------- Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
co-authored by
DGamerL
Henri215
Luc
parent
ad48f54c60
commit
1933d2fab3
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/* CONTENTS:
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0. generic define gripper
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1. UNIVERSAL GRIPPER
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2. MEDICAL GRIPPER
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3. SERVICE GRIPPER
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4. ENGINEERING GRIPPER
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*/
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// Generic gripper. This should never appear anywhere.
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/obj/item/gripper
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name = "generic gripper item"
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desc = "If you can see this, make an issue report to Github. Something has gone wrong!"
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icon = 'icons/obj/device.dmi'
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icon_state = "gripper"
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actions_types = list(/datum/action/item_action/drop_gripped_item)
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/// Set to TRUE to allow interaction with light fixtures and cell-containing machinery.
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var/engineering_machine_interaction = FALSE
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/// Set to TRUE to allow the gripper to shake people awake/help them up.
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var/can_help_up = FALSE
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/// Defines what items the gripper can carry.
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var/list/can_hold = list()
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/// Set to TRUE to allow ANY item to be held, bypassing can_hold checks.
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var/can_hold_all_items = FALSE
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/// The item currently being held.
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var/obj/item/gripped_item
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/obj/item/gripper/examine(mob/user)
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. = ..()
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if(!gripped_item)
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. += "<span class='notice'>[src] is empty.</span>"
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return
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. += "<span class='notice'>[src] is currently holding [gripped_item].</span>"
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/obj/item/gripper/examine_more(mob/user)
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. = ..()
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. += {"Cyborg grippers are well-developed, and despite some anatomical differences that manifest in some models, they can be used just as effectively as a regular hand with enough practice.
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Companies like Nanotrasen use software to limit the items that a cyborg can manipulate to a specific pre-defined list, \
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as part of their multi-layered protections to try and eliminate the chance of a hypothetical synthetic uprising, not wishing to see a repeat of the IPC uprising in 2525."}
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/obj/item/gripper/Initialize(mapload)
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. = ..()
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can_hold = typecacheof(can_hold)
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/obj/item/gripper/ui_action_click(mob/user)
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drop_gripped_item(user)
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/obj/item/gripper/proc/drop_gripped_item(mob/user, silent = FALSE)
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if(!gripped_item)
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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return
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if(!silent)
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to_chat(user, "<span class='warning'>You drop [gripped_item].</span>")
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gripped_item.forceMove(get_turf(src))
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gripped_item = null
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/obj/item/gripper/attack_self(mob/user)
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if(!gripped_item)
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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return
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gripped_item.attack_self(user)
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/obj/item/gripper/attack(mob/living/carbon/M, mob/living/carbon/user)
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return
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// This is required to ensure that the forceMove checks on some objects don't rip the gripper out of the borg's inventory and toss it on the floor. That would hurt, a lot!
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/obj/item/gripper/forceMove(atom/destination)
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return
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/obj/item/gripper/afterattack(atom/target, mob/living/user, proximity, params)
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//Target is invalid or we are not adjacent.
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if(!target || !proximity)
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return FALSE
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// Shake people awake, get them on their feet.
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if(ishuman(target) && can_help_up)
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var/mob/living/carbon/human/pickup_target = target
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if(!IS_HORIZONTAL(pickup_target))
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return
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pickup_target.AdjustSleeping(-10 SECONDS)
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pickup_target.AdjustParalysis(-6 SECONDS)
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pickup_target.AdjustStunned(-6 SECONDS)
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pickup_target.AdjustWeakened(-6 SECONDS)
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pickup_target.AdjustKnockDown(-6 SECONDS)
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pickup_target.adjustStaminaLoss(-10)
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pickup_target.resting = FALSE
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pickup_target.stand_up()
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playsound(user.loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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user.visible_message(
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"<span class='notice'>[user] shakes [pickup_target] trying to wake [pickup_target.p_them()] up!</span>",
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"<span class='notice'>You shake [pickup_target] trying to wake [pickup_target.p_them()] up!</span>"
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)
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return FALSE
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//Already have an item.
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if(gripped_item)
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//Pass the attack on to the target. This might delete/relocate gripped_item.
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if(!target.attackby(gripped_item, user, params))
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// If the attackby didn't resolve or delete the target or gripped_item, afterattack
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// (Certain things, such as mountable frames, rely on afterattack)
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gripped_item?.afterattack(target, user, 1, params)
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//If gripped_item either didn't get deleted, or it failed to be transfered to its target
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if(!gripped_item && length(contents))
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gripped_item = contents[1]
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return FALSE
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else if(gripped_item && !contents.len)
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gripped_item = null
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//Check that we're not pocketing a mob.
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else if(isitem(target))
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var/obj/item/I = target
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// Make sure the item is something the gripper can hold
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if(can_hold_all_items || is_type_in_typecache(I, can_hold))
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to_chat(user, "<span class='notice'>You collect [I].</span>")
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I.forceMove(src)
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gripped_item = I
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return TRUE
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to_chat(user, "<span class='warning'>You hold your gripper over [target], but no matter how hard you try, you cannot make yourself grab it.</span>")
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return FALSE
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// Everything past this point requires being able to engineer.
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if(!engineering_machine_interaction)
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return
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// APC cells.
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if(istype(target, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = target
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if(A.opened && A.cell)
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gripped_item = A.cell
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A.cell.add_fingerprint(user)
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A.cell.update_icon()
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A.cell.forceMove(src)
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A.cell = null
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A.charging = APC_NOT_CHARGING
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A.update_icon()
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user.visible_message("<span class='warning'>[user] removes the power cell from [A]!</span>", "<span class='warning'>You remove the power cell.</span>")
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// Cell Chargers
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else if(istype(target, /obj/machinery/cell_charger))
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var/obj/machinery/cell_charger/cell_charger = target
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if(cell_charger.charging)
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gripped_item = cell_charger.charging
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cell_charger.charging.add_fingerprint(user)
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cell_charger.charging.forceMove(src)
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cell_charger.removecell()
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// Putting lights in fixtures.
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else if(istype(target, /obj/machinery/light))
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var/obj/machinery/light/light = target
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var/obj/item/light/L = light.drop_light_tube()
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L.forceMove(src)
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gripped_item = L
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user.visible_message("<span class='notice'>[user] removes the light from the fixture.</span>", "<span class='notice'>You dislodge the light from the fixture.</span>")
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return TRUE
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////////////////////////////////
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// MARK: UNIVERSAL GRIPPER
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////////////////////////////////
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/// Universal gripper. Not supplied to any cyborg by default. Could be varedited onto a borg for event stuff. Functions almost like a real hand!
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/obj/item/gripper/universal
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name = "cyborg gripper"
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desc = "A grasping tool for cyborgs. This one is not restricted by any restraining software, allowing it to handle any object the user wishes."
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// It's UNIVERSAL so it has all functions enabled.
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engineering_machine_interaction = TRUE
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can_help_up = TRUE
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can_hold_all_items = TRUE
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////////////////////////////////
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// MARK: MEDICAL GRIPPER
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////////////////////////////////
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// For medical borgs, for doing medical stuff!
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// Not giving this anything to hold yet, but stuff may be added in the future. Organs/implants are currently viewed as too strong to hold.
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/obj/item/gripper/medical
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name = "medical gripper"
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desc = "A grasping tool for cyborgs. This one is covered with hygenic medical-grade silicone rubber. \
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Use it to help patients up once surgery is complete, or to substitute for hands in surgical operations."
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can_help_up = TRUE
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// REMOVE actions_types from here if you add a can_hold list for this gripper!
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actions_types = list()
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////////////////////////////////
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// MARK: SERVICE GRIPPER
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////////////////////////////////
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// For service borgs. To make them slightly better at their job.
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/obj/item/gripper/service
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name = "service gripper"
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desc = "A grasping tool for cyborgs. This version is made from hygenic easy-clean material. Maybe some day you'll be able to grab food with it..."
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// For waking up drunkards.
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can_help_up = TRUE
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// Everything in this list is currently for either playing games or otherwise assisting the crew in mundane, non-impactful ways.
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can_hold = list(
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/obj/item/deck,
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/obj/item/cardhand,
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/obj/item/coin,
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/obj/item/paper,
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/obj/item/photo,
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/obj/item/toy/plushie
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)
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////////////////////////////////
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// MARK: ENGINEERING GRIPPER
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////////////////////////////////
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// For engineering and sabotage borgs, and drones.
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/obj/item/gripper/engineering
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name = "engineering gripper"
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desc = "A grasping tool for cyborgs. This version can hold a wide variety of constructon components for use in engineering work."
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engineering_machine_interaction = TRUE
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can_hold = list(
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/obj/item/firealarm_electronics,
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/obj/item/airalarm_electronics,
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/obj/item/airlock_electronics,
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/obj/item/firelock_electronics,
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/obj/item/intercom_electronics,
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/obj/item/apc_electronics,
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/obj/item/tracker_electronics,
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/obj/item/stock_parts,
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/obj/item/vending_refill,
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/obj/item/mounted/frame,
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/obj/item/assembly/prox_sensor,
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/obj/item/assembly/igniter,
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/obj/item/rack_parts,
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/obj/item/camera_assembly,
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/obj/item/tank,
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/obj/item/circuitboard,
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/obj/item/stack/ore/bluespace_crystal,
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/obj/item/stack/tile/light,
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/obj/item/light
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)
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