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WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!) Added BS12 c4 in addition to TG c4 Fixed server air alarm Book length increased 3 fold. Blood and gibs now maintains DNA Fixed evidence bags Ported the awesome BS12 handcuff stuff, with flavor text.
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@@ -0,0 +1,101 @@
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mob/living/carbon/verb/give()
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set name = "Give"
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set src in view(1)
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if(src.stat == 2 || usr.stat == 2|| src.client == null)
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return
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if(src == usr)
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usr << "I feel stupider, suddenly."
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return
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var/obj/item/I
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if(!usr.hand && usr.r_hand == null)
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usr << "You don't have anything in your right hand to give to [src.name]"
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return
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if(usr.hand && usr.l_hand == null)
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usr << "You don't have anything in your left hand to give to [src.name]"
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return
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if(usr.hand)
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I = usr.l_hand
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else if(!usr.hand)
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I = usr.r_hand
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if(!I)
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return
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var/obj/item/weapon/T = new(usr.loc)
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if(!src.loc.Enter(T))
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usr << "Can't reach him"
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del(T)
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return
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del(T)
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if(src.r_hand == null)
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switch(alert(src,"[usr.name] wants to give you \a [I.name]?",,"Yes","No"))
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if("Yes")
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if(!check_can_reach(usr,src))
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usr << "You need to keep in reaching distance."
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src << "[usr.name] moved too far away."
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return
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if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
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usr << "You need to keep the item in your active hand."
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src << "[usr.name] seem to have given up on giving \the [I.name] to you."
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return
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if(src.r_hand != null)
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if(src.l_hand == null)
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usr.drop_item(I)
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src.l_hand = I
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else
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usr << "Their hands are full."
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else
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usr.drop_item(I)
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src.r_hand = I
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I.loc = src
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I.layer = 20
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I.add_fingerprint(src)
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src.update_clothing()
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usr.update_clothing()
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action_message(src,"[usr.name] handed \the [I.name] to [src.name].")
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if("No")
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action_message(src,"[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else if(src.l_hand == null)
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switch(alert(src,"[src.name] wants to give you \a [I.name]?",,"Yes","No"))
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if("Yes")
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if(!check_can_reach(usr,src))
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usr << "You need to keep in reaching distance."
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src << "[usr.name] moved too far away."
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return
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if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
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usr << "You need to keep the item in your active hand."
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src << "[usr.name] seem to have given up on giving \the [I.name] to you."
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return
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if(src.l_hand != null)
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if(src.r_hand == null)
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usr.drop_item(I)
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src.r_hand = I
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else
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usr << "Their hands are full."
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else
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usr.drop_item(I)
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src.l_hand = I
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I.loc = src
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I.layer = 20
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I.add_fingerprint(src)
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src.update_clothing()
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usr.update_clothing()
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action_message(src,"[usr.name] handed \the [I.name] to [src.name].")
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if("No")
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action_message(src,"[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
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else
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usr << "[src.name]\s hands are full."
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proc/action_message(var/mob/living/carbon/A,var/message)
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if (message != "")
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if (1 & 1)
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for (var/mob/O in viewers(A.loc, null))
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O.show_message(message, 1)
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else if (1 & 2)
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for (var/mob/O in hearers(A.loc, null))
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O.show_message(message, 1)
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else if (message != "")
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if (1 & 1)
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for (var/mob/O in viewers(A, null))
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O.show_message(message, 1)
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else if (1 & 2)
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for (var/mob/O in hearers(A, null))
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O.show_message(message, 1)
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