mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
Fixes issue 739.
Fixes issue 505. Boxing gloves can no longer be used to make stungloves (with descriptive, adventure game style failure message~). People without savefiles no longer get the "Your save has been deleted" message when they start the game. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4402 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
+1
-4
@@ -763,10 +763,7 @@
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/obj/structure/stool/bed/chair/office/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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buckled_mob.dir = src.dir
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handle_rotation()
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/obj/structure/stool/bed/chair/office/light
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icon_state = "officechair_white"
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@@ -729,24 +729,23 @@ Auto Patrol: []"},
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return threatcount
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/obj/machinery/bot/ed209/Bump(M as mob|obj) //Leave no door unopened!
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spawn(0)
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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return
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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return
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/* terrible
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/obj/machinery/bot/ed209/Bumped(atom/movable/M as mob|obj)
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spawn(0)
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if (M)
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var/turf/T = get_turf(src)
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M:loc = T
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*/
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/obj/machinery/bot/ed209/proc/speak(var/message)
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for(var/mob/O in hearers(src, null))
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@@ -9,7 +9,7 @@
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icon = 'icons/obj/aibots.dmi'
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icon_state = "medibot0"
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layer = 5.0
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density = 1
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density = 0
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anchored = 0
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health = 20
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maxhealth = 20
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@@ -481,24 +481,23 @@
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return
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/obj/machinery/bot/medbot/Bump(M as mob|obj) //Leave no door unopened!
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spawn(0)
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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return
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else if ((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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return
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/* terrible
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/obj/machinery/bot/medbot/Bumped(atom/movable/M as mob|obj)
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spawn(0)
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if (M)
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var/turf/T = get_turf(src)
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M:loc = T
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*/
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/*
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* Pathfinding procs, allow the medibot to path through doors it has access to.
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/aibots.dmi'
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icon_state = "secbot0"
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layer = 5.0
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density = 1
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density = 0
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anchored = 0
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health = 25
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maxhealth = 25
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@@ -640,24 +640,23 @@ Auto Patrol: []"},
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return threatcount
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/obj/machinery/bot/secbot/Bump(M as mob|obj) //Leave no door unopened!
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spawn(0)
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if((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if(!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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else if((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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if((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
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var/obj/machinery/door/D = M
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if(!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
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D.open()
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src.frustration = 0
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return
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else if((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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return
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/* terrible
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/obj/machinery/bot/secbot/Bumped(atom/movable/M as mob|obj)
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spawn(0)
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if(M)
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var/turf/T = get_turf(src)
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M:loc = T
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*/
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/obj/machinery/bot/secbot/proc/speak(var/message)
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for(var/mob/O in hearers(src, null))
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@@ -1,4 +1,8 @@
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/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
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if(istype(src, /obj/item/clothing/gloves/boxing)) //quick fix for stunglove overlay not working nicely with boxing gloves.
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user << "<span class='notice'>That won't work.</span>" //i'm not putting my lips on that!
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..()
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return
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/C = W
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if(!wired)
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@@ -6,42 +10,42 @@
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C.amount -= 2
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wired = 1
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siemens_coefficient = 1
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user << "You wrap some wires around [src]."
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user << "<span class='notice'>You wrap some wires around [src].</span>"
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update_icon()
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else
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user << "There is not enough wire to cover [src]."
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user << "<span class='notice'>There is not enough wire to cover [src].</span>"
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else
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user << "[src] are already wired."
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user << "<span class='notice'>[src] are already wired.</span>"
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else if(istype(W, /obj/item/weapon/cell))
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if(!wired)
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user << "[src] need to be wired first."
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user << "<span class='notice'>[src] need to be wired first.</span>"
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else if(!cell)
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user.drop_item()
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W.loc = src
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cell = W
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user << "You attach a cell to [src]."
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user << "<span class='notice'>You attach a cell to [src].</span>"
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update_icon()
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else
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user << "[src] already have a cell."
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user << "<span class='notice'>[src] already have a cell.</span>"
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(cell)
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cell.updateicon()
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cell.loc = get_turf(src.loc)
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cell = null
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user << "You cut the cell away from [src]."
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user << "<span class='notice'>You cut the cell away from [src].</span>"
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update_icon()
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return
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if(wired) //wires disappear into the void because fuck that shit
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wired = 0
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siemens_coefficient = initial(siemens_coefficient)
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user << "You cut the wires away from [src]."
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user << "<span class='notice'>You cut the wires away from [src].</span>"
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update_icon()
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..()
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return
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/obj/item/clothing/gloves/update_icon() //beep beep this'll probably break everything
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/obj/item/clothing/gloves/update_icon()
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..()
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overlays = null
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if(wired)
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@@ -121,24 +121,27 @@
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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handle_rotation()
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..()
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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if(buckled_mob)
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buckled_mob.loc = src.loc
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buckled_mob.dir = dir
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/obj/structure/stool/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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src.dir = turn(src.dir, 90)
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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if(buckled_mob)
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buckled_mob.dir = dir
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handle_rotation()
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return
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/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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@@ -117,9 +117,10 @@ datum/preferences/proc/savefile_load(mob/user)
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var/version = null
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F["version"] >> version
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if (isnull(version) || version < SAVEFILE_VERSION_MIN || version > SAVEFILE_VERSION_MAX)
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if(isnull(version) || version < SAVEFILE_VERSION_MIN || version > SAVEFILE_VERSION_MAX)
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fdel(path)
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alert(user, "Your savefile was incompatible with this version and was deleted.")
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if(version)
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alert(user, "Your savefile was incompatible with this version and was deleted.")
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return 0
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F["real_name"] >> src.real_name
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