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- invented new machine for botanists: Biogenerator. Biogenerator converts unneeded biomass to useful substances like milk. Avaylable only trough admin powers at the moment.
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled. - eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes. Code by Balagi, sprites by Farart. -some fixes for the crew monitoring computer. It can be disassembled now. -added crew monitoring circuit board. Requires programming 3, biotech 2, magnets 2. -Mech Bay Power Control Console и Solar Control can be disassembled now. -added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3. -Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2. -R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended. Code by Jack Rost. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -258,3 +258,67 @@
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if (manual_unbuckle_all(user))
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src.add_fingerprint(user)
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return
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//roller bed
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/obj/stool/bed/roller
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name = "roller bed"
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icon = 'rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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Move()
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..()
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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M.loc = src.loc
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buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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return 0
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.stat || M.buckled))
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return 0
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.anchored = 1
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M.buckled = src
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M.loc = src.loc
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M.pixel_y = 6
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M.update_clothing()
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src:buckled_mobs += M
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src.add_fingerprint(user)
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density = 1
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icon_state = "up"
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return 1
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manual_unbuckle_all(mob/user as mob)
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var/N = 0;
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for(var/mob/M in src:buckled_mobs)
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if (M.buckled == src)
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if (M != user)
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M.visible_message(\
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"\blue [M.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] was unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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M.pixel_y = 0
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M.anchored = 0
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M.buckled = null
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N++
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if(N)
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density = 0
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icon_state = "down"
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return N
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