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Lets you attach signalers to desk bells (#25375)
* Improves some desk bell interactions * more interactions * Update code/modules/paperwork/desk_bell.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * burza review (finally) --------- Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
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@@ -20,32 +20,21 @@
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var/secured = TRUE
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var/list/attached_overlays = null
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var/obj/item/assembly_holder/holder = null
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var/cooldown = FALSE //To prevent spam
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var/cooldown = 0 //To prevent spam
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var/wires = ASSEMBLY_WIRE_RECEIVE | ASSEMBLY_WIRE_PULSE
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var/datum/wires/connected = null // currently only used by timer/signaler
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/obj/item/assembly/proc/activate() //What the device does when turned on
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/// Called when the holder is moved
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/obj/item/assembly/proc/holder_movement()
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return
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/obj/item/assembly/proc/pulsed(radio = FALSE) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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/// Called when attack_self is called
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/obj/item/assembly/interact(mob/user)
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return
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/obj/item/assembly/proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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/obj/item/assembly/proc/attach_assembly(obj/A, mob/user) //Called when an assembly is attacked by another
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return
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/obj/item/assembly/proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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/obj/item/assembly/proc/holder_movement() //Called when the holder is moved
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return
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/obj/item/assembly/interact(mob/user) //Called when attack_self is called
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return
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/obj/item/assembly/process_cooldown()
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/// Called to constantly step down the countdown/cooldown
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/obj/item/assembly/proc/process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return FALSE
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@@ -62,14 +51,15 @@
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holder = null
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return ..()
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/obj/item/assembly/pulsed(radio = FALSE)
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/// Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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/obj/item/assembly/proc/pulsed(radio = FALSE)
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if(holder && (wires & ASSEMBLY_WIRE_RECEIVE))
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activate()
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activate(radio)
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if(radio && (wires & ASSEMBLY_WIRE_RADIO_RECEIVE))
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activate()
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activate(radio)
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return TRUE
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//Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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/// Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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/obj/item/assembly/proc/pulse(radio = FALSE)
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if(connected && wires)
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connected.pulse_assembly(src)
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@@ -81,21 +71,27 @@
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if(istype(loc, /obj/item/grenade)) // This is a hack. Todo: Manage this better -Sayu
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var/obj/item/grenade/G = loc
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G.prime() // Adios, muchachos
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SEND_SIGNAL(src, COMSIG_ASSEMBLY_PULSED, radio)
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return TRUE
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/obj/item/assembly/activate()
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/// What the device does when turned on
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/obj/item/assembly/proc/activate(radio = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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if(!secured || cooldown > 0)
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return FALSE
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cooldown = 2
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addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 10)
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addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 1 SECONDS)
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return TRUE
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/obj/item/assembly/toggle_secure()
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/// Happens when the assembly is (un)secured
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/obj/item/assembly/proc/toggle_secure()
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secured = !secured
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update_icon()
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return secured
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/obj/item/assembly/attach_assembly(obj/item/assembly/A, mob/user)
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/// Called when an assembly is attacked by another
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/obj/item/assembly/proc/attach_assembly(obj/item/assembly/A, mob/user)
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holder = new /obj/item/assembly_holder(get_turf(src))
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if(holder.attach(A, src, user))
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to_chat(user, "<span class='notice'>You attach [A] to [src]!</span>")
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@@ -138,6 +134,3 @@
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user.set_machine(src)
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interact(user)
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return TRUE
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/obj/item/assembly/interact(mob/user)
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return
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@@ -64,12 +64,9 @@ GLOBAL_LIST_EMPTY(remote_signalers)
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// Activation pre-runner, handles cooldown and calls signal(), invoked from ui_act()
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/obj/item/assembly/signaler/activate()
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if(cooldown > 0)
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if(!..())
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return
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cooldown = 2
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addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 1 SECONDS)
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signal()
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/obj/item/assembly/signaler/update_icon_state()
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@@ -43,7 +43,7 @@
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pulse(0)
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/obj/item/assembly/voice/activate()
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return // previously this toggled listning when not in a holder, that's a little silly. It was only called in attack_self that way.
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return ..() // previously this toggled listning when not in a holder, that's a little silly. It was only called in attack_self that way.
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/obj/item/assembly/voice/attack_self(mob/user)
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@@ -15,18 +15,64 @@
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var/ring_cooldown_length = 0.5 SECONDS // This is here to protect against tinnitus.
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/// The sound the bell makes
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var/ring_sound = 'sound/machines/bell.ogg'
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/// The remote signaller that we're gonna activate to this bell
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var/obj/item/assembly/signaler/attached_signaler
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/obj/item/desk_bell/examine(mob/user)
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. = ..()
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if(!isnull(attached_signaler))
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. += "<span class='notice'>There seems to be an antenna sticking out of the base.</span>"
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/obj/item/desk_bell/Destroy()
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if(!isnull(attached_signaler))
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var/turf/cur_turf = get_turf(src)
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if(cur_turf)
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forceMove(attached_signaler, get_turf(src))
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else
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qdel(attached_signaler)
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UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
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attached_signaler = null
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return ..()
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/obj/item/desk_bell/attackby(obj/item/I, mob/user, params)
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// can only attach its on your person
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if(istype(I, /obj/item/assembly/signaler))
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if(!in_inventory)
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to_chat(user, "<span class='warning'>[src] needs to be in your inventory if you want to attach [I] to it!</span>")
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return
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if(!isnull(attached_signaler))
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to_chat(user, "<span class='notice'>There's already a signaller attached!</span>")
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return
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var/obj/item/assembly/signaler/signal = I
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user.unEquip(signal)
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signal.forceMove(src)
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attached_signaler = signal
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if(signal.receiving)
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RegisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED, PROC_REF(on_signal))
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user.visible_message(
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"<span class='notice'>[user] attaches [signal] to [src].</span>",
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"<span class='notice'>You attach [signal] to [src].</span>"
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)
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return ..()
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/obj/item/desk_bell/proc/on_signal()
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SIGNAL_HANDLER // COMSIG_ASSEMBLY_PULSED
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INVOKE_ASYNC(src, PROC_REF(try_ring))
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/obj/item/desk_bell/proc/try_ring(mob/user)
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if(ring_cooldown > world.time || !anchored)
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return TRUE
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if(!ring_bell(user) && user)
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to_chat(user, "<span class='notice'>[src] is silent. Some idiot broke it.</span>")
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ring_cooldown = world.time + ring_cooldown_length
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return TRUE
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/obj/item/desk_bell/attack_hand(mob/living/user)
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if(in_inventory && ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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return TRUE
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if(ring_cooldown > world.time || !anchored)
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return TRUE
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if(!ring_bell(user))
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to_chat(user, "<span class='notice'>[src] is silent. Some idiot broke it.</span>")
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ring_cooldown = world.time + ring_cooldown_length
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return TRUE
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return try_ring(user)
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/obj/item/desk_bell/MouseDrop(atom/over_object)
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var/mob/M = usr
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@@ -79,12 +125,21 @@
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if(!tool.use_tool(src, user, 3 SECONDS, volume = tool.tool_volume))
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return
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anchored = FALSE
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return
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if(attached_signaler) // in inventory
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if(!tool.use_tool(src, user, 0.5 SECONDS, volume = tool.tool_volume))
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return TRUE
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to_chat(user, "<span class='notice'>You remove [attached_signaler].</span>")
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user.put_in_hands(attached_signaler)
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attached_signaler = null
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/// Check if the clapper breaks, and if it does, break it
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/obj/item/desk_bell/proc/check_clapper(mob/living/user)
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if(prob(times_rang / 50) && ring_cooldown_length)
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to_chat(user, "<span class='notice'>You hear [src]'s clapper fall off of its hinge. Nice job, you broke it.</span>")
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audible_message("<span class='notice'>You hear [src]'s clapper fall off its hinge.</span>")
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if(user)
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to_chat(user, "<span class='warning'>Nice job, you broke it.</span>")
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broken_ringer = TRUE
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/// Ring the bell
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@@ -95,6 +150,8 @@
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// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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if(attached_signaler)
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attached_signaler.signal()
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times_rang++
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return TRUE
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