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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 07:33:34 +01:00
Bug fixes, implements new copying/faxing system from Bay
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@@ -396,6 +396,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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if(user.r_hand == src || user.l_hand == src)
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if(!lit)
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lit = 1
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w_class = 4
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icon_state = icon_on
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item_state = icon_on
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if(istype(src, /obj/item/weapon/lighter/zippo) )
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@@ -413,6 +414,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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processing_objects.Add(src)
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else
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lit = 0
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w_class = 1
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icon_state = icon_off
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item_state = icon_off
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if(istype(src, /obj/item/weapon/lighter/zippo) )
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@@ -112,6 +112,25 @@ var/last_chew = 0
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/obj/item/weapon/handcuffs/cyborg
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dispenser = 1
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/obj/item/weapon/handcuffs/cyborg/attack(mob/living/carbon/C as mob, mob/user as mob)
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if(!C.handcuffed)
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var/turf/p_loc = user.loc
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var/turf/p_loc_m = C.loc
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playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
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user.visible_message("\red <B>[user] is trying to put handcuffs on [C]!</B>")
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if (ishuman(C))
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var/mob/living/carbon/human/H = C
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if (!H.has_organ_for_slot(slot_handcuffed))
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user << "\red \The [H] needs at least two wrists before you can cuff them together!"
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return
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spawn(30)
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if(!C) return
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if(p_loc == user.loc && p_loc_m == C.loc)
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C.handcuffed = new /obj/item/weapon/handcuffs(C)
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C.update_inv_handcuffed()
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/obj/item/weapon/handcuffs/pinkcuffs
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name = "fluffy pink handcuffs"
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@@ -64,7 +64,7 @@
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icon_state = "plasticbag"
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item_state = "plasticbag"
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slot_flags = SLOT_HEAD|SLOT_BELT
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throwforce = 0
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w_class = 4
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max_w_class = 2
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storage_slots = 21
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@@ -91,6 +91,8 @@
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if(is_equipped() && head)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(H.internal)
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return
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H.losebreath += 1
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else
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head = 0
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@@ -15,7 +15,7 @@
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var/status = 0 //whether the thing is on or not
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var/obj/item/weapon/cell/high/bcell = null
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var/mob/foundmob = "" //Used in throwing proc.
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var/hitcost = 1500 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
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var/hitcost = 1000 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
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var/allowharm = 1 // Allow or disallow harming with the stunbaton
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/obj/item/weapon/melee/baton/suicide_act(mob/user)
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@@ -219,6 +219,9 @@
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..()
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//secborg stun baton module
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/obj/item/weapon/melee/baton/robot
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hitcost = 500
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/obj/item/weapon/melee/baton/robot/attack_self(mob/user)
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//try to find our power cell
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var/mob/living/silicon/robot/R = loc
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@@ -339,6 +339,7 @@
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if (src.welding)
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if (remove_fuel(1))
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usr << "\blue You switch the [src] on."
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src.w_class = 4
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src.force = 15
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src.damtype = "fire"
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src.icon_state = "welder1"
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@@ -352,6 +353,7 @@
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usr << "\blue You switch the [src] off."
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else
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usr << "\blue The [src] shuts off!"
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src.w_class = 2
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src.force = 3
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src.damtype = "brute"
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src.icon_state = "welder"
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@@ -145,6 +145,7 @@
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else
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new /obj/item/clothing/tie/storage/webbing(src)
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/head/hardhat/red(src)
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new /obj/item/device/flashlight(src)
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new /obj/item/weapon/extinguisher(src)
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new /obj/item/device/radio/headset/headset_eng(src)
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@@ -35,7 +35,10 @@
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/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
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if(!pod_moving && icon_state == "open" && istype(AM, /mob))
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for(var/obj/structure/transit_tube_pod/pod in loc)
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if(!pod.moving && pod.dir in directions())
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if(pod.contents.len)
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AM << "<span class=The pod is already occupied.</span>"
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return
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else if(!pod.moving && pod.dir in directions())
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AM.loc = pod
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return
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@@ -96,19 +99,29 @@
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/obj/structure/transit_tube/station/proc/launch_pod()
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if(launch_cooldown >= world.time)
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return
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for(var/obj/structure/transit_tube_pod/pod in loc)
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if(!pod.moving && turn(pod.dir, (reverse_launch ? 180 : 0)) in directions())
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spawn(0)
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if(!pod.moving && pod.dir in directions())
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spawn(5)
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pod_moving = 1
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close_animation()
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sleep(CLOSE_DURATION + 2)
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//reverse directions for automated cycling
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var/turf/next_loc = get_step(loc, pod.dir)
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var/obj/structure/transit_tube/nexttube
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for(var/obj/structure/transit_tube/tube in next_loc)
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if(tube.has_entrance(pod.dir))
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nexttube = tube
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break
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if(!nexttube)
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pod.dir = turn(pod.dir, 180)
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if(icon_state == "closed" && pod)
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pod.follow_tube(reverse_launch)
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pod.follow_tube()
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pod_moving = 0
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return 1
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return 0
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return
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/obj/structure/transit_tube/station/process()
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if(!pod_moving)
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