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https://github.com/ParadiseSS13/Paradise.git
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Fix resisting out of closets
- Removed do_after proc since it was hanging somewhere
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@@ -574,47 +574,46 @@
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O.show_message("\red <B>The [L.loc] begins to shake violently!</B>", 1)
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spawn(0)
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if(do_after(usr,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
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if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
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spawn(breakout_time*60*10) //minutes * 60seconds * 10deciseconds
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if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
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return
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//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
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if(istype(L.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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if(!SC.locked && !SC.welded)
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return
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else
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if(!C.welded)
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return
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//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
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if(istype(L.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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if(!SC.locked && !SC.welded)
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return
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else
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if(!C.welded)
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return
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//Well then break it!
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if(istype(usr.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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SC.desc = "It appears to be broken."
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SC.icon_state = SC.icon_off
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flick(SC.icon_broken, SC)
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sleep(10)
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flick(SC.icon_broken, SC)
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sleep(10)
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SC.broken = 1
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SC.locked = 0
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usr << "\red You successfully break out!"
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for(var/mob/O in viewers(L.loc))
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O.show_message("\red <B>\the [usr] successfully broke out of \the [SC]!</B>", 1)
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if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
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var/obj/structure/bigDelivery/BD = SC.loc
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BD.attack_hand(usr)
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SC.open()
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else
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C.welded = 0
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usr << "\red You successfully break out!"
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for(var/mob/O in viewers(L.loc))
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O.show_message("\red <B>\the [usr] successfully broke out of \the [C]!</B>", 1)
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if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
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var/obj/structure/bigDelivery/BD = C.loc
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BD.attack_hand(usr)
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C.open()
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//Well then break it!
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if(istype(usr.loc, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/SC = L.loc
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SC.desc = "It appears to be broken."
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SC.icon_state = SC.icon_off
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flick(SC.icon_broken, SC)
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sleep(10)
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flick(SC.icon_broken, SC)
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sleep(10)
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SC.broken = 1
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SC.locked = 0
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usr << "\red You successfully break out!"
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for(var/mob/O in viewers(L.loc))
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O.show_message("\red <B>\the [usr] successfully broke out of \the [SC]!</B>", 1)
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if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
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var/obj/structure/bigDelivery/BD = SC.loc
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BD.attack_hand(usr)
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SC.open()
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else
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C.welded = 0
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usr << "\red You successfully break out!"
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for(var/mob/O in viewers(L.loc))
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O.show_message("\red <B>\the [usr] successfully broke out of \the [C]!</B>", 1)
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if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
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var/obj/structure/bigDelivery/BD = C.loc
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BD.attack_hand(usr)
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C.open()
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//breaking out of handcuffs
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else if(iscarbon(L))
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