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fences and railings
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@@ -0,0 +1,168 @@
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//Chain link fences
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//Sprites ported from /VG/
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#define CUT_TIME 100
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#define CLIMB_TIME 150
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#define NO_HOLE 0 //section is intact
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#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
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#define LARGE_HOLE 2 //large hole in the section - can walk through
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#define MAX_HOLE_SIZE LARGE_HOLE
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#define HOLE_REPAIR (hole_size * 2) //How many rods to fix these sections
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/obj/structure/fence
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name = "fence"
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desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
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density = TRUE
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anchored = TRUE
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icon = 'icons/obj/fence.dmi'
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icon_state = "straight"
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var/cuttable = TRUE
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var/hole_size= NO_HOLE
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var/invulnerable = FALSE
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/obj/structure/fence/Initialize()
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. = ..()
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update_cut_status()
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/obj/structure/fence/examine(mob/user)
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. = ..()
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switch(hole_size)
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if(MEDIUM_HOLE)
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. += "There is a large hole in \the [src]."
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if(LARGE_HOLE)
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. += "\The [src] has been completely cut through."
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/obj/structure/fence/end
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icon_state = "end"
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cuttable = FALSE
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/obj/structure/fence/corner
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icon_state = "corner"
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cuttable = FALSE
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/obj/structure/fence/post
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icon_state = "post"
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cuttable = FALSE
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/obj/structure/fence/cut/medium
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icon_state = "straight_cut2"
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hole_size = MEDIUM_HOLE
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/obj/structure/fence/cut/large
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icon_state = "straight_cut3"
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hole_size = LARGE_HOLE
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/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/W)
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if(!cuttable)
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to_chat(user, "<span class='warning'>This section of the fence can't be cut!</span>")
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return
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if(invulnerable)
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to_chat(user, "<span class='warning'>This fence is too strong to cut through!</span>")
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return
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var/current_stage = hole_size
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if(current_stage >= MAX_HOLE_SIZE)
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to_chat(user, "<span class='warning'>This fence has too much cut out of it already!</span>")
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return
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user.visible_message("<span class='danger'>\The [user] starts cutting through \the [src] with \the [W].</span>",\
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"<span class='danger'>You start cutting through \the [src] with \the [W].</span>")
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if(W.use_tool(src, user, CUT_TIME * W.toolspeed, volume = W.tool_volume))
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if(current_stage == hole_size)
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switch(++hole_size)
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if(MEDIUM_HOLE)
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visible_message("<span class='notice'>\The [user] cuts into \the [src] some more.</span>")
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to_chat(user, "<span class='info'>You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.</span>")
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climbable = TRUE
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if(LARGE_HOLE)
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visible_message("<span class='notice'>\The [user] completely cuts through \the [src].</span>")
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to_chat(user, "<span class='info'>The hole in \the [src] is now big enough to walk through.</span>")
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climbable = FALSE
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update_cut_status()
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return
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/obj/structure/fence/attackby(obj/item/C, mob/user)
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. = ..()
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if(istype(C, /obj/item/stack/rods))
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if(hole_size == NO_HOLE)
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return
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var/obj/item/stack/rods/R = C
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if(R.get_amount() < HOLE_REPAIR)
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to_chat(user, "<span class='warning'>You need [HOLE_REPAIR] rods to fix this fence!</span>")
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return TRUE
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else
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to_chat(user, "<span class='notice'>You begin repairing the fence...</span>")
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if(do_after(user, 30 * C.toolspeed, target = src))
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if(R.get_amount() >= HOLE_REPAIR && !(hole_size == NO_HOLE))
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hole_size = NO_HOLE
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playsound(src, C.usesound, 80, 1)
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R.use(2)
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to_chat(user, "<span class='notice'>You repair the fence.</span>")
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update_cut_status()
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return TRUE
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/obj/structure/fence/proc/update_cut_status()
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if(!cuttable)
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return
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var/new_density = TRUE
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switch(hole_size)
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if(NO_HOLE)
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icon_state = initial(icon_state)
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if(MEDIUM_HOLE)
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icon_state = "straight_cut2"
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if(LARGE_HOLE)
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icon_state = "straight_cut3"
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new_density = FALSE
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set_density(new_density)
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//FENCE DOORS
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/obj/structure/fence/door
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name = "fence door"
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desc = "Not very useful without a real lock."
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icon_state = "door_closed"
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cuttable = FALSE
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var/open = FALSE
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/obj/structure/fence/door/Initialize()
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. = ..()
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update_door_status()
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/obj/structure/fence/door/opened
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icon_state = "door_opened"
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open = TRUE
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density = TRUE
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/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
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if(can_open(user))
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toggle(user)
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return TRUE
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/obj/structure/fence/door/proc/toggle(mob/user)
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open = !open
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visible_message("<span class='notice'>\The [user] [open ? "opens" : "closes"] \the [src].</span>")
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update_door_status()
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playsound(src, 'sound/machines/door_open.ogg', 100, TRUE)
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/obj/structure/fence/door/proc/update_door_status()
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set_density(!density)
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icon_state = density ? "door_closed" : "door_opened"
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/obj/structure/fence/door/proc/can_open(mob/user)
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return TRUE
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#undef CUT_TIME
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#undef CLIMB_TIME
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#undef NO_HOLE
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#undef MEDIUM_HOLE
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#undef LARGE_HOLE
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#undef MAX_HOLE_SIZE
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@@ -0,0 +1,124 @@
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/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/fence.dmi'
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icon_state = "railing"
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density = TRUE
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anchored = TRUE
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climbable = TRUE
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var/currently_climbed = FALSE
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/Initialize()
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. = ..()
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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/obj/structure/railing/welder_act(mob/living/user, obj/item/I)
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if(user.intent == INTENT_HELP)
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if(obj_integrity < max_integrity)
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if(!I.tool_start_check(user, amount = 0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 40, volume = 50))
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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return
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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. = ..()
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if(!anchored)
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to_chat(user, "<span class='warning'>You cut apart the railing.</span>")
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/deconstruct(disassembled)
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if(!(flags & NODECONSTRUCT))
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var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 3)
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transfer_fingerprints_to(rod)
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return ..()
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(flags & NODECONSTRUCT)
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return
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor...</span>")
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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if(!anchored)
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anchored = TRUE
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else
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anchored = FALSE
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor.</span>")
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
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..()
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var/mob/living/M = mover
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if(M.flying || M.floating || mover.throwing)
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return TRUE
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if(get_dir(loc, target) == dir)
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return !density
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return TRUE
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/obj/structure/railing/corner/CanPass()
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..()
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return TRUE
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/obj/structure/railing/CheckExit(atom/movable/O, target)
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var/mob/living/M = O
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if(M.flying | M.floating)
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return TRUE
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if(O.throwing)
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return TRUE
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if(O.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return TRUE
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if(currently_climbed)
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if(get_turf(M) == get_turf(src))
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var/turf/T = target
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if(T.density)
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return TRUE
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for(var/atom/A in T)
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if(A.density)
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return FALSE
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currently_climbed = FALSE
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return TRUE
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if(get_dir(O.loc, target) == dir)
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return FALSE
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return TRUE
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/obj/structure/railing/do_climb(mob/living/user)
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. = ..()
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if(!climbable)
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return
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if(get_turf(user) == get_turf(src))
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currently_climbed = TRUE
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/obj/structure/railing/proc/can_be_rotated(mob/user, rotation_type)
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if(anchored)
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to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, -90)
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if(!valid_window_location(loc, target_dir)) //Expanded to include rails, as well!
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to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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return TRUE
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/obj/structure/railing/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/railing/proc/after_rotation(mob/user,rotation_type)
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add_fingerprint(user)
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