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Merge branch 'incremental_tg' r5600 into bs12_with_tgport
Conflicts: baystation12.dme code/__HELPERS/global_lists.dm code/controllers/master_controller.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/events/space_ninja.dm code/game/gamemodes/wizard/rightandwrong.dm code/game/hud.dm code/game/jobs/job/captain.dm code/game/jobs/job/job.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/machinery/computer/cloning.dm code/game/objects/items/blueprints.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/implants/implantnanoaug.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/turfs/turf.dm code/modules/client/client defines.dm code/modules/client/client procs.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/shoes/miscellaneous.dm code/modules/clothing/under/ties.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/silicon/say.dm code/modules/mob/mob_defines.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/pen.dm code/modules/paperwork/stamps.dm code/modules/projectiles/projectile.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/reagent_containers/glass.dm code/setup.dm config/config.txt html/changelog.html icons/effects/effects.dmi icons/mob/feet.dmi icons/mob/head.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi maps/tgstation.2.1.0.dmm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -1073,16 +1073,16 @@ datum/design/subspace_amplifier
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datum/design/subspace_treatment
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name = "Subspace Treatment Disk"
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desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
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id = "s-amplifier"
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id = "s-treatment"
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req_tech = list("programming" = 3, "magnets" = 2, "materials" = 4, "bluespace" = 2)
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build_type = PROTOLATHE
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materials = list("$metal" = 10, "$silver" = 20)
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build_path = "/obj/item/weapon/stock_parts/subspace/treatment"
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datum/design/subspace_analyzer
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name = "Subspace Treatment Disk"
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name = "Subspace Analyzer"
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desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
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id = "s-amplifier"
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id = "s-analyzer"
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req_tech = list("programming" = 3, "magnets" = 4, "materials" = 4, "bluespace" = 2)
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build_type = PROTOLATHE
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materials = list("$metal" = 10, "$gold" = 15)
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@@ -1091,7 +1091,7 @@ datum/design/subspace_analyzer
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datum/design/subspace_crystal
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name = "Ansible Crystal"
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desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
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id = "s-amplifier"
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id = "s-crystal"
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req_tech = list("magnets" = 4, "materials" = 4, "bluespace" = 2)
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build_type = PROTOLATHE
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materials = list("$glass" = 1000, "$silver" = 20, "$gold" = 20)
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@@ -1100,7 +1100,7 @@ datum/design/subspace_crystal
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datum/design/subspace_transmitter
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name = "Subspace Transmitter"
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desc = "A large piece of equipment used to open a window into the subspace dimension."
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id = "s-amplifier"
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id = "s-transmitter"
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req_tech = list("magnets" = 5, "materials" = 5, "bluespace" = 3)
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build_type = PROTOLATHE
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materials = list("$glass" = 100, "$silver" = 10, "$uranium" = 15)
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@@ -355,53 +355,54 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if(D.id == href_list["build"])
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being_built = D
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break
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var/power = 2000
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for(var/M in being_built.materials)
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power += round(being_built.materials[M] / 5)
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power = max(2000, power)
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screen = 0.3
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linked_lathe.busy = 1
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flick("protolathe_n",linked_lathe)
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var/key = usr.key //so we don't lose the info during the spawn delay
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spawn(16)
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use_power(power)
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if(being_built)
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var/power = 2000
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for(var/M in being_built.materials)
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power += round(being_built.materials[M] / 5)
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power = max(2000, power)
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screen = 0.3
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linked_lathe.busy = 1
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flick("protolathe_n",linked_lathe)
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var/key = usr.key //so we don't lose the info during the spawn delay
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spawn(16)
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for(var/M in being_built.materials)
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switch(M)
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if("$metal")
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linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
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if("$glass")
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linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
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if("$gold")
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linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
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if("$silver")
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linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]))
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if("$plasma")
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linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-being_built.materials[M]))
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if("$uranium")
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linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]))
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if("$diamond")
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linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]))
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if("$clown")
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linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-being_built.materials[M]))
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else
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linked_lathe.reagents.remove_reagent(M, being_built.materials[M])
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use_power(power)
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spawn(16)
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for(var/M in being_built.materials)
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switch(M)
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if("$metal")
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linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
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if("$glass")
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linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
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if("$gold")
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linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
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if("$silver")
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linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]))
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if("$plasma")
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linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-being_built.materials[M]))
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if("$uranium")
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linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]))
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if("$diamond")
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linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]))
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if("$clown")
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linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-being_built.materials[M]))
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else
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linked_lathe.reagents.remove_reagent(M, being_built.materials[M])
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if(being_built.build_path)
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var/obj/new_item = new being_built.build_path(src)
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if( new_item.type == /obj/item/weapon/storage/backpack/holding )
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new_item.investigate_log("built by [key]","singulo")
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new_item.reliability = being_built.reliability
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if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
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if(being_built.locked)
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var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
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new_item.loc = L
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L.name += " ([new_item.name])"
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else
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new_item.loc = linked_lathe.loc
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linked_lathe.busy = 0
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screen = 3.1
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updateUsrDialog()
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if(being_built.build_path)
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var/obj/new_item = new being_built.build_path(src)
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if( new_item.type == /obj/item/weapon/storage/backpack/holding )
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new_item.investigate_log("built by [key]","singulo")
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new_item.reliability = being_built.reliability
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if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
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if(being_built.locked)
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var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
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new_item.loc = L
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L.name += " ([new_item.name])"
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else
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new_item.loc = linked_lathe.loc
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linked_lathe.busy = 0
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screen = 3.1
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updateUsrDialog()
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else if(href_list["imprint"]) //Causes the Circuit Imprinter to build something.
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if(linked_imprinter)
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@@ -410,32 +411,33 @@ won't update every console in existence) but it's more of a hassle to do. Also,
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if(D.id == href_list["imprint"])
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being_built = D
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break
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var/power = 2000
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for(var/M in being_built.materials)
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power += round(being_built.materials[M] / 5)
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power = max(2000, power)
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screen = 0.4
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linked_imprinter.busy = 1
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flick("circuit_imprinter_ani",linked_imprinter)
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spawn(16)
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use_power(power)
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if(being_built)
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var/power = 2000
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for(var/M in being_built.materials)
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switch(M)
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if("$glass")
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linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]))
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if("$gold")
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linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
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if("$diamond")
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linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
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else
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linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
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var/obj/new_item = new being_built.build_path(src)
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new_item.reliability = being_built.reliability
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if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0)
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new_item.loc = linked_imprinter.loc
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linked_imprinter.busy = 0
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screen = 4.1
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updateUsrDialog()
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power += round(being_built.materials[M] / 5)
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power = max(2000, power)
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screen = 0.4
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linked_imprinter.busy = 1
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flick("circuit_imprinter_ani",linked_imprinter)
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spawn(16)
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use_power(power)
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for(var/M in being_built.materials)
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switch(M)
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if("$glass")
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linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]))
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if("$gold")
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linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
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if("$diamond")
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linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
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else
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linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
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var/obj/new_item = new being_built.build_path(src)
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new_item.reliability = being_built.reliability
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if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0)
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new_item.loc = linked_imprinter.loc
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linked_imprinter.busy = 0
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screen = 4.1
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updateUsrDialog()
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else if(href_list["disposeI"] && linked_imprinter) //Causes the circuit imprinter to dispose of a single reagent (all of it)
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linked_imprinter.reagents.del_reagent(href_list["dispose"])
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