mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 11:34:19 +01:00
Fix inflatable walls
This commit is contained in:
@@ -5,13 +5,13 @@
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icon_state = "folded_wall"
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w_class = 3.0
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attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "\blue You inflate [src]."
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var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/inflatable/attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "\blue You inflate [src]."
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var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable
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name = "inflatable wall"
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@@ -25,131 +25,130 @@
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var/health = 50.0
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/obj/structure/inflatable/New(location)
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..()
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air_update_turf(1)
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New(location)
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..()
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air_update_turf()
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/obj/structure/inflatable/Destroy()
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air_update_turf(1)
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return ..()
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Destroy()
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air_update_turf()
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return ..()
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/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 0
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/obj/structure/inflatable/CanAtmosPass(turf/T)
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return !density
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 0
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/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <= 0)
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deflate(1)
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return
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bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <= 0)
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/obj/structure/inflatable/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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deflate(1)
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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return
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if(3.0)
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if(prob(50))
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deflate(1)
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return
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if(3.0)
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if(prob(50))
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deflate(1)
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return
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/obj/structure/inflatable/blob_act()
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deflate(1)
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blob_act()
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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/obj/structure/inflatable/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
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health -= damage
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] tears open [src]!</span>")
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deflate(1)
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else //for nicer text~
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user.visible_message("<span class='danger'>[user] tears at [src]!</span>")
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/obj/structure/inflatable/attack_alien(mob/user as mob)
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if(islarva(user))
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return
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attack_generic(user, 15)
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/obj/structure/inflatable/attack_animal(mob/user as mob)
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if(!isanimal(user))
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return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0)
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return
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attack_generic(M, M.melee_damage_upper)
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/obj/structure/inflatable/attack_slime(mob/user as mob)
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var/mob/living/carbon/slime/S = user
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if (!S.is_adult)
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return
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attack_generic(user, rand(10, 15))
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/obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(!istype(W))
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return
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if (can_puncture(W))
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visible_message("\red <b>[user] pierces [src] with [W]!</b>")
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deflate(1)
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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..()
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return
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/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
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health = max(0, health - damage)
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if(sound_effect)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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deflate(1)
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attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
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health -= damage
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] tears open [src]!</span>")
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deflate(1)
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else //for nicer text~
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user.visible_message("<span class='danger'>[user] tears at [src]!</span>")
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attack_alien(mob/user as mob)
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if(islarva(user)) return
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attack_generic(user, 15)
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attack_animal(mob/user as mob)
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if(!isanimal(user)) return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0) return
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attack_generic(M, M.melee_damage_upper)
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attack_slime(mob/user as mob)
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var/mob/living/carbon/slime/S = user
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if (!S.is_adult)
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return
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attack_generic(user, rand(10, 15))
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attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(!istype(W)) return
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if (can_puncture(W))
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visible_message("\red <b>[user] pierces [src] with [W]!</b>")
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deflate(1)
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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..()
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return
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proc/hit(var/damage, var/sound_effect = 1)
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health = max(0, health - damage)
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if(sound_effect)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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deflate(1)
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proc/deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
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/obj/structure/inflatable/proc/deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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else
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//user << "\blue You slowly deflate the inflatable wall."
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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else
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//user << "\blue You slowly deflate the inflatable wall."
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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/obj/structure/inflatable/verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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if(isobserver(usr)) //to stop ghosts from deflating
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return
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if(usr.stat || usr.restrained())
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return
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deflate()
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deflate()
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/obj/item/inflatable/door/
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/obj/item/inflatable/door
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name = "inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "\blue You inflate [src]."
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var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/inflatable/door/attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "\blue You inflate [src]."
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var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable/door //Based on mineral door code
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name = "inflatable door"
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@@ -163,94 +162,91 @@
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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//Bumped(atom/user)
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// ..()
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// if(!state)
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// return TryToSwitchState(user)
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// return
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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return state
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/inflatable/door/CanAtmosPass(turf/T)
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return !density
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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return state
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else
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/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates)
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return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60)
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return //NOTE do we really need that?
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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air_update_turf()
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proc/Open()
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isSwitchingStates = 1
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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proc/Close()
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isSwitchingStates = 1
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_closing",src)
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sleep(10)
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density = 1
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opacity = 0
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state = 0
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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air_update_turf(1)
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/obj/structure/inflatable/door/proc/Open()
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isSwitchingStates = 1
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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if(state)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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isSwitchingStates = 0
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deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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else
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//user << "\blue You slowly deflate the inflatable wall."
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/door/proc/Close()
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isSwitchingStates = 1
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_closing",src)
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sleep(10)
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density = 1
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opacity = 0
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state = 0
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/update_icon()
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if(state)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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/obj/structure/inflatable/door/deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
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else
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
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src.transfer_fingerprints_to(R)
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air_update_turf(1)
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qdel(src)
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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@@ -258,9 +254,9 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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attack_self(mob/user)
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user << "\blue The inflatable wall is too torn to be inflated!"
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add_fingerprint(user)
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/obj/item/inflatable/torn/attack_self(mob/user)
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user << "<span class='warning'>The inflatable wall is too torn to be inflated!</span>"
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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@@ -268,9 +264,9 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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attack_self(mob/user)
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user << "\blue The inflatable door is too torn to be inflated!"
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add_fingerprint(user)
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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user << "<span class='warning'>The inflatable door is too torn to be inflated!</span>"
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add_fingerprint(user)
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/obj/item/weapon/storage/briefcase/inflatable
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name = "inflatable barrier box"
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@@ -280,12 +276,12 @@
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max_combined_w_class = 21
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w_class = 3
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New()
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..()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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/obj/item/weapon/storage/briefcase/inflatable/New()
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..()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
|
||||
new /obj/item/inflatable/door(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
|
||||
Reference in New Issue
Block a user