mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Make lockers use forceMove()
This commit is contained in:
@@ -21,7 +21,7 @@
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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for(var/obj/item/I in src.loc)
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if(I.density || I.anchored || I == src) continue
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I.loc = src
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I.forceMove(src)
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// Fix for #383 - C4 deleting fridges with corpses
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/obj/structure/closet/Destroy()
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@@ -49,13 +49,13 @@
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/obj/structure/closet/proc/dump_contents()
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//Cham Projector Exception
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for(var/obj/effect/dummy/chameleon/AD in src)
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AD.loc = src.loc
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AD.forceMove(loc)
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for(var/obj/I in src)
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I.loc = src.loc
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I.forceMove(loc)
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for(var/mob/M in src)
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M.loc = src.loc
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M.forceMove(loc)
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if(M.client)
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M.client.eye = M.client.mob
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M.client.perspective = MOB_PERSPECTIVE
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@@ -90,14 +90,14 @@
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for(var/obj/effect/dummy/chameleon/AD in src.loc)
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if(itemcount >= storage_capacity)
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break
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AD.loc = src
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AD.forceMove(src)
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itemcount++
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for(var/obj/item/I in src.loc)
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if(itemcount >= storage_capacity)
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break
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if(!I.anchored)
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I.loc = src
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I.forceMove(src)
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itemcount++
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for(var/mob/M in src.loc)
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@@ -112,7 +112,7 @@
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M.client.perspective = EYE_PERSPECTIVE
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M.client.eye = src
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M.loc = src
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M.forceMove(src)
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itemcount++
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src.icon_state = src.icon_closed
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@@ -134,19 +134,19 @@
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switch(severity)
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.loc = src.loc
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A.forceMove(src.loc)
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A.ex_act(severity++)
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qdel(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.forceMove(loc)
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A.ex_act(severity++)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.forceMove(loc)
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A.ex_act(severity++)
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qdel(src)
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@@ -156,7 +156,7 @@
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health -= Proj.damage
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if(health <= 0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.forceMove(loc)
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qdel(src)
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return
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@@ -165,14 +165,14 @@
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user.do_attack_animation(src)
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visible_message("\red [user] destroys the [src]. ")
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.forceMove(loc)
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qdel(src)
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// this should probably use dump_contents()
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/obj/structure/closet/blob_act()
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if(prob(75))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.forceMove(loc)
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qdel(src)
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/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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@@ -261,7 +261,7 @@
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if(!usr.drop_item())
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return
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if(W)
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W.loc = src.loc
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W.forceMove(loc)
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else if(istype(W, /obj/item/stack/packageWrap))
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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@@ -144,7 +144,7 @@
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attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.loc = loc
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fireaxe.forceMove(loc)
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user << "\blue You telekinetically remove the fire axe."
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fireaxe = null
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update_icon()
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@@ -63,7 +63,7 @@
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if (istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.loc = src.loc
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if (W) W.forceMove(loc)
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else if(istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "\red It appears to be broken."
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@@ -76,7 +76,7 @@
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return
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user.drop_item()
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if(W)
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W.loc = src.loc
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W.forceMove(loc)
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else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !broken)
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emag_act(user)
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else if(istype(W,/obj/item/stack/packageWrap) || istype(W,/obj/item/weapon/weldingtool))
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@@ -45,7 +45,7 @@
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playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
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for(var/obj/O in src)
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O.loc = get_turf(src)
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O.forceMove(loc)
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icon_state = icon_opened
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src.opened = 1
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@@ -71,7 +71,7 @@
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var/obj/structure/stool/bed/B = O
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if(B.buckled_mob)
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continue
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O.loc = src
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O.forceMove(src)
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itemcount++
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icon_state = icon_closed
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@@ -151,7 +151,7 @@
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user << "<span class='notice'>\The [W] is stuck to your hand, you cannot put it in \the [src]!</span>"
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return
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if(W)
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W.loc = src.loc
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W.forceMove(loc)
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else if(istype(W, /obj/item/stack/packageWrap))
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return
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else if(istype(W, /obj/item/stack/cable_coil))
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@@ -167,7 +167,7 @@
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if(rigged)
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user << "<span class='notice'>You attach [W] to [src].</span>"
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user.drop_item()
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W.loc = src
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W.forceMove(src)
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return
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(rigged)
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@@ -201,7 +201,7 @@
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if(manifest)
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user << "<span class='notice'>You tear the manifest off of the crate.</span>"
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playsound(src.loc, 'sound/items/poster_ripped.ogg', 75, 1)
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manifest.loc = loc
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manifest.forceMove(loc)
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if(ishuman(user))
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user.put_in_hands(manifest)
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manifest = null
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@@ -282,7 +282,7 @@
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if(manifest)
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user << "<span class='notice'>You tear the manifest off of the crate.</span>"
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playsound(src.loc, 'sound/items/poster_ripped.ogg', 75, 1)
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manifest.loc = loc
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manifest.forceMove(loc)
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if(ishuman(user))
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user.put_in_hands(manifest)
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manifest = null
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@@ -503,12 +503,12 @@
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continue
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if(!S.anchored)
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found = 1
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S.loc = src
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S.forceMove(src)
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break
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if(!found)
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for(var/obj/machinery/M in src.loc)
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if(!M.anchored)
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M.loc = src
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M.forceMove(src)
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break
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return
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@@ -531,12 +531,12 @@
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continue
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if(!S.anchored)
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found = 1
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S.loc = src
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S.forceMove(src)
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break
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if(!found)
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for(var/obj/machinery/M in src.loc)
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if(!M.anchored)
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M.loc = src
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M.forceMove(src)
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break
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return
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@@ -20,7 +20,7 @@
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if(manifest)
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user << "<span class='notice'>You tear the manifest off of the crate.</span>"
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playsound(src.loc, 'sound/items/poster_ripped.ogg', 75, 1)
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manifest.loc = loc
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manifest.forceMove(loc)
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if(ishuman(user))
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user.put_in_hands(manifest)
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manifest = null
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@@ -33,13 +33,13 @@
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/obj/structure/largecrate/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/crowbar))
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if(manifest)
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manifest.loc = loc
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manifest.forceMove(loc)
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manifest = null
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update_icon()
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new /obj/item/stack/sheet/wood(src)
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var/turf/T = get_turf(src)
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for(var/obj/O in contents)
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O.loc = T
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O.forceMove(T)
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user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
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"<span class='notice'>You pry open \the [src].</span>", \
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"<span class='notice'>You hear splitting wood.</span>")
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@@ -0,0 +1,50 @@
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//added by cael from old bs12
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//not sure if there's an immediate place for secure wall lockers, but i'm sure the players will think of something
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/obj/structure/closet/walllocker
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desc = "A wall mounted storage locker."
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name = "Wall Locker"
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icon = 'icons/obj/walllocker.dmi'
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icon_state = "wall-locker"
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density = 0
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anchored = 1
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icon_closed = "wall-locker"
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icon_opened = "wall-lockeropen"
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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desc = "A wall mounted locker with emergency supplies"
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var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar)
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var/amount = 3 // spawns each items X times.
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icon_state = "emerg"
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/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
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if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
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return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
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if(!amount)
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usr << "<spawn class='notice'>It's empty.."
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return
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if(amount)
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usr << "<spawn class='notice'>You take out some items from \the [src]."
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for(var/path in spawnitems)
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new path(src.loc)
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amount--
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return
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/obj/structure/closet/walllocker/emerglocker/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/emerglocker/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/emerglocker/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/emerglocker/east
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pixel_x = 32
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dir = EAST
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