mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
Buildable toilets, urinals, sinks, mirrors
Toilets, urinals, sinks, and mirrors are now buildable. Mirrors are also able to be unfastened from walls, shattered mirrors return a glass shard instead of a mirror item.
This commit is contained in:
@@ -9,8 +9,22 @@
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var/shattered = 0
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var/list/ui_users = list()
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/obj/structure/mirror/attack_hand(mob/user as mob)
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if(shattered) return
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/obj/structure/mirror/New(turf/T, newdir = SOUTH, building = FALSE)
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..()
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if(building)
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switch(newdir)
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if(NORTH)
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pixel_y = -32
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if(SOUTH)
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pixel_y = 32
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if(EAST)
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pixel_x = -32
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if(WEST)
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pixel_x = 32
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/obj/structure/mirror/attack_hand(mob/user)
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if(shattered)
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return
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if(ishuman(user))
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var/datum/nano_module/appearance_changer/AC = ui_users[user]
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@@ -22,14 +36,15 @@
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AC.ui_interact(user)
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/obj/structure/mirror/proc/shatter()
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if(shattered) return
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if(shattered)
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return
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shattered = 1
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icon_state = "mirror_broke"
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playsound(src, "shatter", 70, 1)
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desc = "Oh no, seven years of bad luck!"
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/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
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/obj/structure/mirror/bullet_act(obj/item/projectile/Proj)
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if(prob(Proj.damage * 2))
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if(!shattered)
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shatter()
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@@ -38,7 +53,19 @@
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..()
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/obj/structure/mirror/attackby(obj/item/I as obj, mob/living/user as mob, params)
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/obj/structure/mirror/attackby(obj/item/I, mob/living/user, params)
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if(isscrewdriver(I))
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visible_message("[user] begins to unfasten the [src].", "You begin to unfasten the [name].")
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if(do_after(user, 30 * I.toolspeed, target = src))
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if(shattered)
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visible_message("[user] drops the broken shards to the floor.", "You drop the broken shards on the floor.")
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new /obj/item/weapon/shard(get_turf(user))
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else
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visible_message("[user] carefully places [src] on the floor.", "You carefully place [src] on the floor.")
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new /obj/item/mounted/mirror(get_turf(user))
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qdel(src)
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return
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user.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -52,8 +79,9 @@
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
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/obj/structure/mirror/attack_alien(mob/living/user as mob)
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if(islarva(user)) return
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/obj/structure/mirror/attack_alien(mob/living/user)
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if(islarva(user))
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return
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user.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -62,10 +90,12 @@
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shatter()
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/obj/structure/mirror/attack_animal(mob/living/user as mob)
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if(!isanimal(user)) return
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/obj/structure/mirror/attack_animal(mob/living/user)
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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) return
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if(M.melee_damage_upper <= 0)
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return
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M.do_attack_animation(src)
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if(shattered)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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@@ -74,7 +104,7 @@
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shatter()
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/obj/structure/mirror/attack_slime(mob/living/user as mob)
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/obj/structure/mirror/attack_slime(mob/living/user)
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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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@@ -83,4 +113,16 @@
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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return
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
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shatter()
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shatter()
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/obj/item/mounted/mirror
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name = "mirror"
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desc = "Some reflective glass ready to be hung on a wall. Don't break it!"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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/obj/item/mounted/mirror/do_build(turf/on_wall, mob/user)
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var/obj/structure/mirror/M = new /obj/structure/mirror(get_turf(user), get_dir(on_wall, user), 1)
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transfer_prints_to(M, TRUE)
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qdel(src)
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@@ -492,32 +492,6 @@
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return
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/obj/item/mounted/shower
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name = "shower fixture"
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desc = "A self-adhering shower fixture. Simply stick to a wall, no plumber needed!"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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item_state = "buildpipe"
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/obj/item/mounted/shower/try_build(turf/on_wall, mob/user, proximity_flag)
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//overriding this because we don't care about other items on the wall, but still need to do adjacent checks
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if(!on_wall || !user)
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return
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if(proximity_flag != 1) //if we aren't next to the wall
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return
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if(!(get_dir(on_wall,user) in cardinal))
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to_chat(user, "<span class='rose'>You need to be standing next to a wall to place \the [src].</span>")
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return
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return 1
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/obj/item/mounted/shower/do_build(turf/on_wall, mob/user)
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var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), get_dir(on_wall, user), 1)
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transfer_prints_to(S, TRUE)
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qdel(src)
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/obj/item/weapon/bikehorn/rubberducky
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name = "rubber ducky"
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desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
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@@ -682,3 +656,77 @@
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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//////////////////////////////////
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// Bathroom Fixture Items //
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//////////////////////////////////
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/obj/item/mounted/shower
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name = "shower fixture"
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desc = "A self-adhering shower fixture. Simply stick to a wall, no plumber needed!"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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item_state = "buildpipe"
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/obj/item/mounted/shower/try_build(turf/on_wall, mob/user, proximity_flag)
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//overriding this because we don't care about other items on the wall, but still need to do adjacent checks
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if(!on_wall || !user)
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return
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if(proximity_flag != 1) //if we aren't next to the wall
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return
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if(!(get_dir(on_wall,user) in cardinal))
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to_chat(user, "<span class='rose'>You need to be standing next to a wall to place \the [src].</span>")
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return
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return 1
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/obj/item/mounted/shower/do_build(turf/on_wall, mob/user)
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var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), get_dir(on_wall, user), 1)
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transfer_prints_to(S, TRUE)
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qdel(src)
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/obj/item/weapon/bathroom_parts
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name = "toilet in a box"
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desc = "An entire toilet in a box, straight from Space Sweden. It has an unpronounceable name."
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icon = 'icons/obj/storage.dmi'
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icon_state = "largebox"
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w_class = WEIGHT_CLASS_BULKY
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var/result = /obj/structure/toilet
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var/result_name = "toilet"
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/obj/item/weapon/bathroom_parts/urinal
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name = "urinal in a box"
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result = /obj/structure/urinal
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result_name = "urinal"
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/obj/item/weapon/bathroom_parts/sink
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name = "sink in a box"
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result = /obj/structure/sink
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result_name = "sink"
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/obj/item/weapon/bathroom_parts/New()
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..()
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desc = "An entire [result_name] in a box, straight from Space Sweden. It has an [pick("unpronounceable", "overly accented", "entirely gibberish", "oddly normal-sounding")] name."
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/obj/item/weapon/bathroom_parts/attack_self(mob/user)
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var/turf/T = get_turf(user)
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if(!T)
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to_chat(user, "<span class='warning'>You can't build that here!</span>")
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return
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if(result in T.contents)
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to_chat(user, "<span class='warning'>There's already \an [result_name] here.</span>")
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return
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visible_message("[user] begins assembling a new [result_name].", "You begin assembling a new [result_name].")
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if(do_after(user, 30, target = user))
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visible_message("[user] finishes building a new [result_name]!", "You finish building a new [result_name]!")
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var/obj/structure/S = new result(T)
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S.anchored = 0
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S.dir = user.dir
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S.update_icon()
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user.unEquip(src, 1)
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qdel(src)
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if(prob(50))
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new /obj/item/stack/sheet/cardboard(T)
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