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Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things
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@@ -99,7 +99,7 @@ proc/move_labor_shuttle() //TODO: Security Access only; add moving the shuttle t
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else
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usr << "\blue Shuttle is already moving."
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/obj/machinery/computer/labor_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/machinery/computer/labor_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if (istype(W, /obj/item/weapon/card/emag))
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src.req_access = list()
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@@ -61,7 +61,7 @@
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user << browse("[dat]", "window=console_stacking_machine")
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/obj/machinery/mineral/labor_claim_console/attackby(obj/item/I as obj, mob/user as mob)
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/obj/machinery/mineral/labor_claim_console/attackby(obj/item/I as obj, mob/user as mob, params)
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if(istype(I, /obj/item/weapon/card/id))
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return attack_hand(user)
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..()
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@@ -181,7 +181,7 @@
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/obj/machinery/mineral/labor_points_checker/attack_hand(mob/user)
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user.examine(src)
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/obj/machinery/mineral/labor_points_checker/attackby(obj/item/I as obj, mob/user as mob)
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/obj/machinery/mineral/labor_points_checker/attackby(obj/item/I as obj, mob/user as mob, params)
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if(istype(I, /obj/item/weapon/card/id))
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if(istype(I, /obj/item/weapon/card/id/prisoner))
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var/obj/item/weapon/card/id/prisoner/prisoner_id = I
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