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Another small chunk of reorganizing objects.
I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet. TODO: - Files that were left in code/game/objects that may conflict with carns work - Go through all the files in all the subfolders of code/game/objects. - Move all the defines from /defines/ to their proper spots Not much right? git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -0,0 +1,23 @@
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/obj/item/weapon/implant/uplink
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name = "uplink"
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desc = "Summon things."
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var/activation_emote = "chuckle"
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/obj/item/weapon/implant/uplink/New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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hidden_uplink = new(src)
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hidden_uplink.uses = 5
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..()
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return
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/obj/item/weapon/implant/uplink/implanted(mob/source)
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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return 1
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/obj/item/weapon/implant/uplink/trigger(emote, mob/source as mob)
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if(hidden_uplink && usr == source) // Let's not have another people activate our uplink
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hidden_uplink.check_trigger(source, emote, activation_emote)
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return
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@@ -0,0 +1,94 @@
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/obj/item/weapon/mousetrap/examine()
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set src in oview(12)
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..()
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if(armed)
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usr << "\red It looks like it's armed."
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/obj/item/weapon/mousetrap/proc/triggered(mob/target as mob, var/type = "feet")
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if(!armed)
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return
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var/datum/organ/external/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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switch(type)
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if("feet")
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if(!H.shoes)
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affecting = H.get_organ(pick("l_leg", "r_leg"))
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H.Weaken(3)
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if("l_hand", "r_hand")
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if(!H.gloves)
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affecting = H.get_organ(type)
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H.Stun(3)
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if(affecting)
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if(affecting.take_damage(1, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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else if(ismouse(target))
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var/mob/living/simple_animal/mouse/M = target
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src.visible_message("\red <b>SPLAT!</b>")
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M.splat()
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playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
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icon_state = "mousetrap"
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armed = 0
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/*
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else if (ismouse(target))
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target.adjustBruteLoss(100)
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*/
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/obj/item/weapon/mousetrap/attack_self(mob/living/user as mob)
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if(!armed)
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icon_state = "mousetraparmed"
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user << "\blue You arm the mousetrap."
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else
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icon_state = "mousetrap"
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if(( (user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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src.triggered(user, which_hand)
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user << "\red <B>You accidentally trigger the mousetrap!</B>"
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for(var/mob/O in viewers(user, null))
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if(O == user)
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continue
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O.show_message("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>", 1)
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return
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user << "\blue You disarm the mousetrap."
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armed = !armed
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playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
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/obj/item/weapon/mousetrap/attack_hand(mob/living/user as mob)
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if(armed)
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if(( (user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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src.triggered(user, which_hand)
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user << "\red <B>You accidentally trigger the mousetrap!</B>"
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for(var/mob/O in viewers(user, null))
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if(O == user)
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continue
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O.show_message("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>", 1)
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return
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..()
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/obj/item/weapon/mousetrap/HasEntered(AM as mob|obj)
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if(armed)
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == "run")
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src.triggered(H)
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H << "\red <B>You accidentally step on the mousetrap!</B>"
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for(var/mob/O in viewers(H, null))
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if(O == H)
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continue
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O.show_message("\red <B>[H] accidentally steps on the mousetrap.</B>", 1)
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if(ismouse(AM))
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triggered(AM)
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..()
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/obj/item/weapon/mousetrap/hitby(A as mob|obj)
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if(!armed)
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return ..()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>The mousetrap is triggered by [A].</B>", 1)
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src.triggered(null)
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@@ -1,5 +1,6 @@
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/*
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CONTAINS:
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BANHAMMER
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SWORD
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BLADE
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AXE
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@@ -7,8 +8,10 @@ CLASSIC BATON
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ENERGY SHIELD (where else should i even put this)
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*/
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//BANHAMMER
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/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
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M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
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user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
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// SWORD
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/obj/item/weapon/melee/energy/sword/IsShield()
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