Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into DreamFluff

This commit is contained in:
Aurorablade
2017-10-07 22:46:57 -04:00
145 changed files with 3873 additions and 2050 deletions
@@ -21,6 +21,11 @@
if(!user.can_speak())
to_chat(user, "<span class='warning'>You find yourself unable to speak at all.</span>")
return
if(ishuman(user))
var/mob/living/carbon/human/abductor/H = user
if(H && H.mind.abductor)
to_chat(user, "<span class='warning'>Megaphones can't project psionic communication!</span>")
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H && H.mind && H.mind.miming)
+7 -5
View File
@@ -363,7 +363,7 @@ REAGENT SCANNER
return
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample. Inject sample with syringe."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
@@ -377,7 +377,7 @@ REAGENT SCANNER
origin_tech = "magnets=2;biotech=1;plasmatech=2"
var/details = 0
var/datatoprint = ""
var/scanning = 1
var/scanning = TRUE
actions_types = list(/datum/action/item_action/print_report)
/obj/item/device/mass_spectrometer/New()
@@ -400,8 +400,8 @@ REAGENT SCANNER
var/list/blood_traces = list()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id != "blood")
reagents.clear_reagents()
to_chat(user, "<span class='warning'>The sample was contaminated! Please insert another sample.</span>")
reagents.clear_reagents()
return
else
blood_traces = params2list(R.data["trace_chem"])
@@ -412,7 +412,9 @@ REAGENT SCANNER
dat += "[R] ([blood_traces[R]] units) "
else
dat += "[R] "
to_chat(user, "[dat]")
to_chat(user, "Analysis completed. Chemicals found: [dat]")
scanning = FALSE
datatoprint = dat
reagents.clear_reagents()
return
@@ -424,6 +426,7 @@ REAGENT SCANNER
/obj/item/device/mass_spectrometer/proc/print_report()
if(!scanning)
scanning = TRUE
usr.visible_message("<span class='warning'>[src] rattles and prints out a sheet of paper.</span>")
playsound(loc, 'sound/goonstation/machines/printer_thermal.ogg', 50, 1)
sleep(50)
@@ -437,7 +440,6 @@ REAGENT SCANNER
M.put_in_hands(P)
to_chat(M, "<span class='notice'>Report printed. Log cleared.<span>")
datatoprint = ""
scanning = 1
else
to_chat(usr, "<span class='notice'>[src] has no logs or is already in use.</span>")
@@ -10,11 +10,11 @@
var/turf/turf_loc = get_turf(user)
var/area/area_loc = turf_loc.loc
if(area_loc.get_apc())
to_chat(user, "<span class='rose'>This area already has an APC.</span>")
to_chat(user, "<span class='warning'>This area already has an APC.</span>")
return //only one APC per area
for(var/obj/machinery/power/terminal/T in turf_loc)
if(T.master)
to_chat(user, "<span class='rose'>There is another network terminal here.</span>")
to_chat(user, "<span class='warning'>There is another network terminal here.</span>")
return
else
var/obj/item/stack/cable_coil/C = new /obj/item/stack/cable_coil(turf_loc)
@@ -20,11 +20,11 @@
var/turf/turf_loc = get_turf(user)
if(src.mount_reqs.Find("simfloor") && !istype(turf_loc, /turf/simulated/floor))
to_chat(user, "<span class='rose'>[src] cannot be placed on this spot.</span>")
to_chat(user, "<span class='warning'>[src] cannot be placed on this spot.</span>")
return
if(src.mount_reqs.Find("nospace"))
var/area/my_area = turf_loc.loc
if(!istype(my_area) || (my_area.requires_power == 0 || istype(my_area,/area/space)))
to_chat(user, "<span class='rose'>[src] cannot be placed in this area.</span>")
to_chat(user, "<span class='warning'>[src] cannot be placed in this area.</span>")
return
return 1
@@ -21,11 +21,11 @@
if(proximity_flag != 1) //if we aren't next to the wall
return
if(!( get_dir(on_wall,user) in cardinal))
to_chat(user, "<span class='rose'>You need to be standing next to a wall to place \the [src].</span>")
to_chat(user, "<span class='warning'>You need to be standing next to a wall to place \the [src].</span>")
return
if(gotwallitem(get_turf(user), get_dir(on_wall,user)))
to_chat(user, "<span class='rose'>There's already an item on this wall!</span>")
to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
return
return 1
+202 -5
View File
@@ -1,10 +1,11 @@
/**********************************************************************
Cyborg Spec Items
***********************************************************************/
//Might want to move this into several files later but for now it works here
/obj/item/borg
icon = 'icons/mob/robot_items.dmi'
/obj/item/borg/stun
name = "electrified arm"
icon = 'icons/obj/items.dmi'
name = "electrically-charged arm"
icon_state = "elecarm"
var/charge_cost = 30
@@ -15,8 +16,9 @@
playsound(M, 'sound/weapons/Genhit.ogg', 50, 1)
return 0
if(!user.cell.use(charge_cost))
return
if(isrobot(user))
if(!user.cell.use(charge_cost))
return
user.do_attack_animation(M)
M.Weaken(5)
@@ -34,3 +36,198 @@
name = "Overdrive"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
#define BORG_HUG 0
#define BORG_HUG_SUPER 1
#define BORG_HUG_SHOCK 2
#define BORG_HUG_CRUSH 3
/obj/item/borg/cyborghug
name = "Hugging Module"
icon_state = "hugmodule"
desc = "For when a someone really needs a hug."
var/mode = BORG_HUG //0 = Hugs 1 = "Hug" 2 = Shock 3 = CRUSH
var/ccooldown = 0
var/scooldown = 0
var/shockallowed = FALSE//Can it be a stunarm when emagged. Only PK borgs get this by default.
var/boop = FALSE
/obj/item/borg/cyborghug/attack_self(mob/living/user)
if(isrobot(user))
var/mob/living/silicon/robot/P = user
if(P.emagged && shockallowed)
if(mode < BORG_HUG_CRUSH)
mode++
else
mode = BORG_HUG
else if(mode < BORG_HUG_SUPER)
mode++
else
mode = BORG_HUG
switch(mode)
if(BORG_HUG)
to_chat(user, "<span class='notice'>Power reset. Hugs!</span>")
if(BORG_HUG_SUPER)
to_chat(user, "<span class='notice'>Power increased!</span>")
if(BORG_HUG_SHOCK)
to_chat(user, "<span class='warning'>BZZT. Electrifying arms...</span>")
if(BORG_HUG_CRUSH)
to_chat(user, "<span class='warning'>ERROR: ARM ACTUATORS OVERLOADED.</span>")
/obj/item/borg/cyborghug/attack(mob/living/M, mob/living/silicon/robot/user)
if(M == user)
return
switch(mode)
if(BORG_HUG)
if(M.health >= config.health_threshold_crit)
if(user.zone_sel.selecting == "head")
user.visible_message("<span class='notice'>[user] playfully boops [M] on the head!</span>", \
"<span class='notice'>You playfully boop [M] on the head!</span>")
user.do_attack_animation(M)
playsound(loc, 'sound/weapons/tap.ogg', 50, 1, -1)
else if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
else
user.visible_message("<span class='notice'>[user] hugs [M] to make \him feel better!</span>", \
"<span class='notice'>You hug [M] to make \him feel better!</span>")
if(M.resting)
M.resting = FALSE
M.update_canmove()
else
user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
"<span class='notice'>You pet [M]!</span>")
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(BORG_HUG_SUPER)
if(M.health >= config.health_threshold_crit)
if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
else if(user.zone_sel.selecting == "head")
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
user.do_attack_animation(M)
else
user.visible_message("<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>", \
"<span class='warning'>You hug [M] firmly to make \him feel better! [M] looks uncomfortable...</span>")
if(M.resting)
M.resting = FALSE
M.update_canmove()
else
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
playsound(loc, 'sound/weapons/tap.ogg', 50, 1, -1)
if(BORG_HUG_SHOCK)
if(!scooldown)
if(M.health >= config.health_threshold_crit)
if(ishuman(M))
M.electrocute_act(5, "[user]", safety = 1)
user.visible_message("<span class='userdanger'>[user] electrocutes [M] with their touch!</span>", \
"<span class='danger'>You electrocute [M] with your touch!</span>")
M.update_canmove()
else
if(!isrobot(M))
M.adjustFireLoss(10)
user.visible_message("<span class='userdanger'>[user] shocks [M]!</span>", \
"<span class='danger'>You shock [M]!</span>")
else
user.visible_message("<span class='userdanger'>[user] shocks [M]. It does not seem to have an effect</span>", \
"<span class='danger'>You shock [M] to no effect.</span>")
playsound(loc, 'sound/effects/sparks2.ogg', 50, 1, -1)
user.cell.charge -= 500
scooldown = TRUE
spawn(20)
scooldown = FALSE
if(BORG_HUG_CRUSH)
if(!ccooldown)
if(M.health >= config.health_threshold_crit)
if(ishuman(M))
user.visible_message("<span class='userdanger'>[user] crushes [M] in their grip!</span>", \
"<span class='danger'>You crush [M] in your grip!</span>")
else
user.visible_message("<span class='userdanger'>[user] crushes [M]!</span>", \
"<span class='danger'>You crush [M]!</span>")
playsound(loc, 'sound/weapons/smash.ogg', 50, 1, -1)
M.adjustBruteLoss(15)
user.cell.charge -= 300
ccooldown = TRUE
spawn(10)
ccooldown = FALSE
#undef BORG_HUG
#undef BORG_HUG_SUPER
#undef BORG_HUG_SHOCK
#undef BORG_HUG_CRUSH
/obj/item/borg/cyborghug/peacekeeper
shockallowed = TRUE
/obj/item/device/harmalarm
name = "Sonic Harm Prevention Tool"
desc = "Releases a harmless blast that confuses most organics. For when the harm is JUST TOO MUCH"
icon_state = "megaphone"
var/cooldown = 0
var/emagged = FALSE
/obj/item/device/harmalarm/emag_act(mob/user)
emagged = !emagged
if(emagged)
to_chat(user, "<span class='warning'>You short out the safeties on the [src]!</span>")
else
to_chat(user, "<span class='warning'>You reset the safeties on the [src]!</span>")
/obj/item/device/harmalarm/attack_self(mob/user)
var/safety = !emagged
if(cooldown > world.time)
to_chat(user, "<span class='warning'>The device is still recharging!</span>")
return
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.cell.charge < 1200)
to_chat(user, "<span class='warning'>You don't have enough charge to do this!</span>")
return
R.cell.charge -= 1000
if(R.emagged)
safety = FALSE
if(safety)
user.visible_message("<span class='danger'>[user] blares out a near-deafening siren from its speakers!</span>")
for(var/mob/living/carbon/M in get_mobs_in_view(9, user))
if(!M.check_ear_prot())
M.AdjustConfused(6)
to_chat(M, "<span class='userdanger'>The siren pierces your hearing!</span>")
audible_message("<span class='biggerdanger'>HUMAN HARM</span>")
playsound(get_turf(src), 'sound/AI/harmalarm.ogg', 70, 3)
cooldown = world.time + 200
log_game("[key_name(user)] used a Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.connected_ai)
to_chat(R.connected_ai, "<br><span class='notice'>NOTICE - Peacekeeping 'HARM ALARM' used by: [user]</span><br>")
return
user.audible_message("<span class='biggerdanger'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</span>")
for(var/mob/living/carbon/human/H in get_mobs_in_view(9, user))
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs) || H.ear_deaf)
continue
var/earsafety = FALSE
if(H.check_ear_prot())
earsafety = TRUE
if(earsafety)
H.AdjustConfused(5)
H.AdjustStuttering(10)
H.Jitter(10)
else
H.Weaken(2)
H.AdjustConfused(10)
H.AdjustStuttering(15)
H.Jitter(25)
playsound(get_turf(src), 'sound/machines/warning-buzzer.ogg', 130, 3)
cooldown = world.time + 600
log_game("[key_name(user)] used an emagged Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
+1 -1
View File
@@ -1397,7 +1397,7 @@ obj/item/toy/cards/deck/syndicate/black
is_empty = 1
playsound(src, 'sound/weapons/Gunshot.ogg', 50, 1)
user.visible_message("<span class='danger'>The [src] goes off!</span>")
M.apply_damage(200, BRUTE, "head", sharp =1, used_weapon = "Self-inflicted gunshot would to the head.")
M.apply_damage(200, BRUTE, "head", sharp =1, used_weapon = "Self-inflicted gunshot wound to the head.")
M.death()
else
user.visible_message("<span class='danger'>[user] lowers the [src] from their head.</span>")
+73
View File
@@ -232,3 +232,76 @@ RSF
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
/obj/item/weapon/cookiesynth
name = "\improper Cookie Synthesizer"
desc = "A self-recharging device used to rapidly deploy cookies."
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
var/matter = 10
var/toxin = FALSE
var/cooldown = 0
var/cooldowndelay = 10
var/emagged = FALSE
w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/cookiesynth/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It currently holds [matter]/10 cookie-units.</span>")
/obj/item/weapon/cookiesynth/attackby()
return
/obj/item/weapon/cookiesynth/emag_act(mob/user)
emagged = !emagged
if(emagged)
to_chat(user, "<span class='warning'>You short out [src]'s reagent safety checker!</span>")
else
to_chat(user, "<span class='warning'>You reset [src]'s reagent safety checker!</span>")
toxin = FALSE
/obj/item/weapon/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
if(isrobot(user))
P = user
if(emagged && !toxin)
toxin = TRUE
to_chat(user, "<span class='warning'>Cookie Synthesizer Hacked.</span>")
else if(P.emagged && !toxin)
toxin = TRUE
to_chat(user, "<span class='warning'>Cookie Synthesizer Hacked.</span>")
else
toxin = FALSE
to_chat(user, "<span class='notice'>Cookie Synthesizer Reset.</span>")
/obj/item/weapon/cookiesynth/process()
if(matter < 10)
matter++
/obj/item/weapon/cookiesynth/afterattack(atom/A, mob/user, proximity)
if(cooldown > world.time)
return
if(!proximity)
return
if(!(istype(A, /obj/structure/table) || isfloorturf(A)))
return
if(matter < 1)
to_chat(user, "<span class='warning'>[src] doesn't have enough matter left. Wait for it to recharge!</span>")
return
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(!R.cell || R.cell.charge < 400)
to_chat(user, "<span class='warning'>You do not have enough power to use [src].</span>")
return
var/turf/T = get_turf(A)
playsound(loc, 'sound/machines/click.ogg', 10, 1)
to_chat(user, "Fabricating Cookie..")
var/obj/item/weapon/reagent_containers/food/snacks/cookie/S = new /obj/item/weapon/reagent_containers/food/snacks/cookie(T)
if(toxin)
S.reagents.add_reagent("pancuronium", 2.4)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 100
else
matter--
cooldown = world.time + cooldowndelay
+4
View File
@@ -77,6 +77,10 @@
/obj/item/weapon/defibrillator/ui_action_click()
toggle_paddles()
/obj/item/weapon/defibrillator/CtrlClick()
if(ishuman(usr) && Adjacent(usr))
toggle_paddles()
/obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/stock_parts/cell))
var/obj/item/weapon/stock_parts/cell/C = W
@@ -568,7 +568,8 @@
if(!target.mind) //no mind means no conversion, but also means no faith lost.
to_chat(missionary, "<span class='warning'>You halt the conversion as you realize [target] is mindless! Best to save your faith for someone more worthwhile.</span>")
return
if(do_after(missionary, 40)) //4 seconds to temporarily convert, roughly 1 second faster than a vampire's enthrall ability
to_chat(target, "<span class='userdanger'>Your mind seems foggy. For a moment, all you can think about is serving the greater good... the greater good...</span>")
if(do_after(missionary, 80)) //8 seconds to temporarily convert, roughly 3 seconds slower than a vamp's enthrall, but its a ranged thing
if(faith < 100) //to stop people from trying to exploit the do_after system to multi-convert, we check again if you have enough faith when it completes
to_chat(missionary, "<span class='warning'>You don't have enough faith to complete the conversion on [target]!</span>")
return
@@ -589,14 +590,9 @@
faith -= 25 //same faith cost as losing sight of them mid-conversion, but did you just find someone who can lead you to a fellow traitor?
return
if(ismindshielded(target))
if(prob(20)) //loyalty implants typically overpower this, but you CAN get lucky and convert still (20% chance of success)
faith -= 125 //yes, this puts it negative. it's gonna take longer to recharge if you manage to convert a one of these people to balance the new power you gained through them
to_chat(missionary, "<span class='notice'>Through sheer willpower, you overcome their closed mind and rally [target] to your cause! You may need a bit longer than usual before your faith is fully recharged, and they won't remain loyal to you for long ...</span>")
convert_duration = 3000 //5 min, because the loyalty implant will attempt to counteract the subversion
else //80% chance to fail
faith -= 75
to_chat(missionary, "<span class='warning'>Your faith is strong, but their mind remains closed to your ideals. Your resolve helps you retain a bit of faith though.</span>")
return
faith -= 75
to_chat(missionary, "<span class='warning'>Your faith is strong, but their mind remains closed to your ideals. Your resolve helps you retain a bit of faith though.</span>")
return
else if(target.mind.assigned_role == "Psychiatrist" || target.mind.assigned_role == "Librarian") //fancy book lernin helps counter religion (day 0 job love, what madness!)
if(prob(35)) //35% chance to fail
to_chat(missionary, "<span class='warning'>This one is well trained in matters of the mind... They will not be swayed as easily as you thought...</span>")
+2
View File
@@ -18,6 +18,8 @@
/obj/item/weapon/reagent_containers/glass/paint/afterattack(turf/simulated/target, mob/user, proximity)
if(!proximity)
return
if(!is_open_container())
return
if(istype(target) && reagents.total_volume >= 5)
user.visible_message("<span class='warning'>[target] has been splashed with something by [user]!</span>")
spawn(5)
@@ -28,13 +28,14 @@
processing_objects.Remove(src)
return ..()
/obj/item/weapon/stock_parts/cell/on_varedit(modified_var)
if(modified_var == "self_recharge")
if(self_recharge)
processing_objects.Add(src)
else
processing_objects.Remove(src)
..()
/obj/item/weapon/stock_parts/cell/vv_edit_var(var_name, var_value)
switch(var_name)
if("self_recharge")
if(var_value)
processing_objects.Add(src)
else
processing_objects.Remove(src)
. = ..()
/obj/item/weapon/stock_parts/cell/suicide_act(mob/user)
to_chat(viewers(user), "<span class='suicide'>[user] is licking the electrodes of the [src.name]! It looks like \he's trying to commit suicide.</span>")
@@ -170,6 +171,7 @@
icon_state = "yellow slime extract"
materials = list()
self_recharge = 1 // Infused slime cores self-recharge, over time
chargerate = 500
/obj/item/weapon/stock_parts/cell/pulse //200 pulse shots
name = "pulse rifle power cell"
+1 -1
View File
@@ -39,7 +39,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 30000, MAT_GLASS = 5000)
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
origin_tech = "engineering=4;materials=2"
var/datum/effect/system/spark_spread/spark_system
var/lastused
@@ -62,8 +62,8 @@
/obj/item/weapon/tank/air
name = "air tank"
desc = "Mixed anyone?"
icon_state = "oxygen"
icon_state = "air"
item_state = "air"
/obj/item/weapon/tank/air/examine(mob/user)
if(..(user, 0))
+8 -7
View File
@@ -14,28 +14,28 @@
/obj/item/weapon/whetstone/attackby(obj/item/I, mob/user, params)
if(used)
to_chat(user, "<span class='notice'>The whetstone is too worn to use again.</span>")
to_chat(user, "<span class='warning'>The whetstone is too worn to use again!</span>")
return
if(I.force >= max || I.throwforce >= max)//no esword sharpening
to_chat(user, "<span class='notice'>[I] is much too powerful to sharpen further.</span>")
to_chat(user, "<span class='warning'>[I] is much too powerful to sharpen further!</span>")
return
if(requires_sharpness && !I.sharp)
to_chat(user, "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>")
to_chat(user, "<span class='warning'>You can only sharpen items that are already sharp, such as knives!</span>")
return
if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
var/obj/item/weapon/twohanded/TH = I
if(TH.force_wielded >= max)
to_chat(user, "<span class='notice'>[TH] is much too powerful to sharpen further.</span>")
to_chat(user, "<span class='warning'>[TH] is much too powerful to sharpen further!</span>")
return
if(TH.wielded)
to_chat(user, "<span class='notice'>[TH] must be unwielded before it can be sharpened.</span>")
to_chat(user, "<span class='warning'>[TH] must be unwielded before it can be sharpened!</span>")
return
if(TH.force_wielded > initial(TH.force_wielded))
to_chat(user, "<span class='notice'>[TH] has already been refined before. It cannot be sharpened further.</span>")
to_chat(user, "<span class='warning'>[TH] has already been refined before. It cannot be sharpened further!</span>")
return
TH.force_wielded = Clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
if(I.force > initial(I.force))
to_chat(user, "<span class='notice'>[I] has already been refined before. It cannot be sharpened further.</span>")
to_chat(user, "<span class='warning'>[I] has already been refined before. It cannot be sharpened further!</span>")
return
user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
if(!requires_sharpness)
@@ -47,6 +47,7 @@
name = "worn out [name]"
desc = "[desc] At least, it used to."
used = 1
update_icon()
/obj/item/weapon/whetstone/attack_self(mob/user as mob) //This is just fluff for now. Species datums are global and not newly created instances, so we can't adjust unarmed damage on a per mob basis.
if(ishuman(user))