mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into Kungfu
This commit is contained in:
@@ -20,10 +20,15 @@
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/obj/item/device/radio/headset/New()
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..()
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internal_channels.Cut()
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/obj/item/device/radio/headset/initialize()
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..()
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||||
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if(ks1type)
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keyslot1 = new ks1type(src)
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if(ks2type)
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keyslot2 = new ks2type(src)
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recalculateChannels(1)
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/obj/item/device/radio/headset/Destroy()
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@@ -383,8 +388,6 @@
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for (var/ch_name in channels)
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if(!radio_controller)
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sleep(30) // Waiting for the radio_controller to be created.
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if(!radio_controller)
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src.name = "broken radio headset"
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return
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@@ -152,7 +152,6 @@
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New()
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..()
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sleep(2)
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new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
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new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
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new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
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@@ -169,7 +168,6 @@
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new/obj/item/weapon/storage/pill_bottle/random_meds(src)
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while(prob(25))
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new/obj/item/weapon/storage/pill_bottle/random_meds(src)
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return
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/obj/structure/closet/crate/secure/chemicals
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name = "chemical supply kit"
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@@ -178,7 +176,6 @@
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New()
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..()
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sleep(2)
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for(var/chem in standard_chemicals)
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var/obj/item/weapon/reagent_containers/glass/bottle/B = new(src)
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B.reagents.add_reagent(chem,B.volume)
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@@ -240,7 +237,6 @@
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New()
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..()
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sleep(2)
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new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
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new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
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new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
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@@ -248,7 +244,6 @@
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new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
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while(prob(25))
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new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_reagent(src)
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return
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// -------------------------------------
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@@ -276,8 +271,9 @@
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while(prob(15))
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new menace(get_step_rand(src.loc))
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..()
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return 1
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else
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..()
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return ..()
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//
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@@ -307,7 +303,7 @@
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qdel(Cat1)
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else
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qdel(Cat2)
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..()
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return ..()
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// --------------------------------------
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// Collen's box of wonder and mystery
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@@ -193,3 +193,31 @@ var/global/list/datum/stack_recipe/mime_recipes = list ( \
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icon_state = "sheet-enruranium"
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origin_tech = "materials=6"
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materials = list(MAT_URANIUM=3000)
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/*
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* Alien Alloy
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*/
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/obj/item/stack/sheet/mineral/abductor
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name = "alien alloy"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "sheet-abductor"
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singular_name = "alien alloy sheet"
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force = 5
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throwforce = 5
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w_class = 3
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throw_speed = 1
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throw_range = 3
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origin_tech = "materials=6;abductor=1"
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sheettype = "abductor"
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var/global/list/datum/stack_recipe/abductor_recipes = list ( \
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new/datum/stack_recipe("alien bed", /obj/structure/stool/bed/abductor, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("alien locker", /obj/structure/closet/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("alien table frame", /obj/structure/abductor_tableframe, 1, time = 15, one_per_turf = 1, on_floor = 1), \
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null, \
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new/datum/stack_recipe("alien floor tile", /obj/item/stack/tile/mineral/abductor, 1, 4, 20), \
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)
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/obj/item/stack/sheet/mineral/abductor/New(var/loc, var/amount=null)
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recipes = abductor_recipes
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..()
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@@ -0,0 +1,9 @@
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/obj/item/stack/tile/mineral/abductor
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name = "alien floor tile"
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singular_name = "alien floor tile"
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desc = "A tile made out of alien alloy."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "tile_abductor"
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origin_tech = "materials=6;abductor=1"
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turf_type = /turf/simulated/floor/mineral/abductor
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mineralType = "abductor"
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@@ -3,20 +3,20 @@
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desc = "This injects the person with DNA."
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icon = 'icons/obj/items.dmi'
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icon_state = "dnainjector"
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var/block=0
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item_state = "dnainjector"
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var/block = 0
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var/datum/dna2/record/buf=null
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var/s_time = 10.0
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throw_speed = 1
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throw_speed = 3
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throw_range = 5
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w_class = 1.0
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var/uses = 1
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var/nofail
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var/is_bullet = 0
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var/inuse = 0
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w_class = 1
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origin_tech = "biotech=1"
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var/damage_coeff = 1
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var/used = 0
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// USE ONLY IN PREMADE SYRINGES. WILL NOT WORK OTHERWISE.
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var/datatype=0
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var/value=0
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var/datatype = 0
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var/value = 0
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/obj/item/weapon/dnainjector/New()
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if(datatype && block)
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@@ -61,50 +61,47 @@
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return buf.dna.SetUIValue(real_block,val)
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/obj/item/weapon/dnainjector/proc/inject(mob/living/M as mob, mob/user as mob)
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if(used)
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return
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if(istype(M,/mob/living))
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M.apply_effect(rand(10,25),IRRADIATE,0,1)
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M.apply_effect(rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2)),IRRADIATE,0,1)
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var/mob/living/carbon/human/H
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if(istype(M, /mob/living/carbon/human))
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H = M
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if (!(NOCLONE in M.mutations) && !(H && (H.species.flags & NO_DNA))) // prevents drained people from having their DNA changed
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var/prev_ue = M.dna.unique_enzymes
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// UI in syringe.
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if (buf.types & DNA2_BUF_UI)
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if (!block) //isolated block?
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M.dna.UI = buf.dna.UI.Copy()
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M.dna.UpdateUI()
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M.UpdateAppearance()
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if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
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spawn(0) //Some mutations have sleeps in them, like monkey
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if(!(NOCLONE in M.mutations) && !(H && (H.species.flags & NO_DNA))) // prevents drained people from having their DNA changed
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var/prev_ue = M.dna.unique_enzymes
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// UI in syringe.
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if (buf.types & DNA2_BUF_UI)
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if (!block) //isolated block?
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M.dna.UI = buf.dna.UI.Copy()
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M.dna.UpdateUI()
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M.UpdateAppearance()
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if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
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M.real_name = buf.dna.real_name
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M.name = buf.dna.real_name
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M.dna.real_name = buf.dna.real_name
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M.dna.unique_enzymes = buf.dna.unique_enzymes
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uses--
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else
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M.dna.SetUIValue(block,src.GetValue())
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M.UpdateAppearance()
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uses--
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if (buf.types & DNA2_BUF_SE)
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if (!block) //isolated block?
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M.dna.SE = buf.dna.SE.Copy()
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M.dna.UpdateSE()
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else
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M.dna.SetSEValue(block,src.GetValue())
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domutcheck(M, null, block!=null)
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uses--
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M.update_mutations()
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if(H)
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H.sync_organ_dna(assimilate = 0, old_ue = prev_ue)
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spawn(0)//this prevents the collapse of space-time continuum
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if (user)
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user.unEquip(src)
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qdel(src)
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return uses
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M.real_name = buf.dna.real_name
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M.name = buf.dna.real_name
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M.dna.real_name = buf.dna.real_name
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M.dna.unique_enzymes = buf.dna.unique_enzymes
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else
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M.dna.SetUIValue(block,src.GetValue())
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M.UpdateAppearance()
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if (buf.types & DNA2_BUF_SE)
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if (!block) //isolated block?
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M.dna.SE = buf.dna.SE.Copy()
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M.dna.UpdateSE()
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else
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M.dna.SetSEValue(block,src.GetValue())
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||||
domutcheck(M, null, block!=null)
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M.update_mutations()
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if(H)
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H.sync_organ_dna(assimilate = 0, old_ue = prev_ue)
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/obj/item/weapon/dnainjector/attack(mob/M as mob, mob/user as mob)
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if(used)
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user << "<span class='warning'>This injector is used up!</span>"
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return
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if(!M.dna) //You know what would be nice? If the mob you're injecting has DNA, and so doesn't cause runtimes.
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return 0
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||||
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@@ -116,9 +113,6 @@
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||||
if (!user.IsAdvancedToolUser())
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||||
return 0
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||||
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||||
if(inuse)
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||||
return 0
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||||
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
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log_attack("[user.name] ([user.ckey]) used the [name] to inject [M.name] ([M.ckey])")
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@@ -149,17 +143,20 @@
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||||
else
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||||
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
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||||
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||||
user.visible_message("<span class='danger'>\The [user] starts injecting \the [M] with \the [src]!</span>", "<span class='notice'>You start injecting \the [M] with \the [src].</span>")
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if(do_after(user, 50, target = M))
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||||
inject(M, user)//Now we actually do the heavy lifting
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user.visible_message("<span class='danger'>\The [user] injects \the [M] with \the [src]!</span>", "<span class='danger'>You inject \the [M] with \the [src].</span>")
|
||||
if(M != user)
|
||||
M.visible_message("<span class='danger'>[user] is trying to inject [M] with [src]!</span>", "<span class='userdanger'>[user] is trying to inject [M] with [src]!</span>")
|
||||
if(!do_mob(user, M))
|
||||
return
|
||||
M.visible_message("<span class='danger'>[user] injects [M] with the syringe with [src]!", \
|
||||
"<span class='userdanger'>[user] injects [M] with the syringe with [src]!")
|
||||
|
||||
if(user)//If the user still exists. Their mob may not.
|
||||
if(M)//Runtime fix: If the mob doesn't exist, mob.name doesnt work. - Nodrak
|
||||
user.show_message("<span class='alert'>You inject [M.name]</span>")
|
||||
else
|
||||
user.show_message("<span class='alert'>You finish the injection.</span>")
|
||||
else
|
||||
user << "<span class='notice'>You inject yourself with [src].</span>"
|
||||
|
||||
inject(M, user)
|
||||
used = 1
|
||||
icon_state = "dnainjector0"
|
||||
desc += " This one is used up."
|
||||
|
||||
/obj/item/weapon/dnainjector/hulkmut
|
||||
name = "DNA-Injector (Hulk)"
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
throw_range = 5
|
||||
materials = list(MAT_METAL=500)
|
||||
origin_tech = "materials=1"
|
||||
var/breakouttime = 600 //Deciseconds = 60s = 1 minutes
|
||||
breakouttime = 600 //Deciseconds = 60s = 1 minutes
|
||||
var/cuffsound = 'sound/weapons/handcuffs.ogg'
|
||||
var/trashtype = null //For disposable cuffs
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
else
|
||||
loc = target
|
||||
target.handcuffed = src
|
||||
target.update_inv_handcuffed(1)
|
||||
target.update_handcuffed()
|
||||
return
|
||||
|
||||
/obj/item/weapon/restraints/handcuffs/cable
|
||||
@@ -85,6 +85,9 @@
|
||||
/obj/item/weapon/restraints/handcuffs/cable/white
|
||||
color = COLOR_WHITE
|
||||
|
||||
/obj/item/weapon/restraints/handcuffs/alien
|
||||
icon_state = "handcuffAlien"
|
||||
|
||||
/obj/item/weapon/restraints/handcuffs/pinkcuffs
|
||||
name = "fluffy pink handcuffs"
|
||||
desc = "Use this to keep prisoners in line. Or you know, your significant other."
|
||||
@@ -121,7 +124,7 @@
|
||||
if(do_mob(user, C, 30))
|
||||
if(!C.handcuffed)
|
||||
C.handcuffed = new /obj/item/weapon/restraints/handcuffs/cable/zipties/used(C)
|
||||
C.update_inv_handcuffed(1)
|
||||
C.update_handcuffed()
|
||||
to_chat(user, "<span class='notice'>You handcuff [C].</span>")
|
||||
add_logs(C, user, "ziptie-cuffed")
|
||||
else
|
||||
@@ -133,110 +136,3 @@
|
||||
|
||||
/obj/item/weapon/restraints/handcuffs/cable/zipties/used/attack()
|
||||
return
|
||||
|
||||
//Legcuffs
|
||||
/obj/item/weapon/restraints/legcuffs
|
||||
name = "leg cuffs"
|
||||
desc = "Use this to keep prisoners in line."
|
||||
gender = PLURAL
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "handcuff"
|
||||
flags = CONDUCT
|
||||
throwforce = 0
|
||||
w_class = 3.0
|
||||
origin_tech = "materials=1"
|
||||
slowdown = 7
|
||||
var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap
|
||||
name = "bear trap"
|
||||
throw_speed = 1
|
||||
throw_range = 1
|
||||
icon_state = "beartrap0"
|
||||
desc = "A trap used to catch bears and other legged creatures."
|
||||
var/armed = 0
|
||||
var/obj/item/weapon/grenade/iedcasing/IED = null
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/Destroy()
|
||||
if(IED)
|
||||
qdel(IED)
|
||||
IED = null
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is sticking \his head in the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
||||
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/attack_self(mob/user as mob)
|
||||
..()
|
||||
if(ishuman(user) && !user.stat && !user.restrained())
|
||||
armed = !armed
|
||||
icon_state = "beartrap[armed]"
|
||||
to_chat(user, "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>")
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive.
|
||||
if(istype(I, /obj/item/weapon/grenade/iedcasing))
|
||||
if(IED)
|
||||
to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
|
||||
return
|
||||
IED = I
|
||||
switch(IED.assembled)
|
||||
if(0,1) //if it's not fueled/hooked up
|
||||
to_chat(user, "<span class='warning'>You haven't prepared this IED yet!</span>")
|
||||
IED = null
|
||||
return
|
||||
if(2,3)
|
||||
user.drop_item(src)
|
||||
I.forceMove(src)
|
||||
message_admins("[key_name_admin(user)] has rigged a beartrap with an IED.")
|
||||
log_game("[key_name(user)] has rigged a beartrap with an IED.")
|
||||
to_chat(user, "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>")
|
||||
desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
|
||||
else
|
||||
to_chat(user, "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>")
|
||||
IED = null
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(IED)
|
||||
IED.forceMove(get_turf(src))
|
||||
IED = null
|
||||
to_chat(user, "<span class='notice'>You remove the IED from the [src].</span>")
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/Crossed(AM as mob|obj)
|
||||
if(armed && isturf(src.loc))
|
||||
if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
|
||||
var/mob/living/L = AM
|
||||
armed = 0
|
||||
icon_state = "beartrap0"
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
|
||||
"<span class='userdanger'>You trigger \the [src]!</span>")
|
||||
|
||||
if(IED && isturf(src.loc))
|
||||
IED.active = 1
|
||||
IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
|
||||
IED.icon_state = initial(icon_state) + "_active"
|
||||
IED.assembled = 3
|
||||
message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
|
||||
log_game("[key_name(usr)] has triggered an IED-rigged [name].")
|
||||
spawn(IED.det_time)
|
||||
IED.prime()
|
||||
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/H = AM
|
||||
if(H.lying)
|
||||
H.apply_damage(20,BRUTE,"chest")
|
||||
else
|
||||
H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg")))
|
||||
if(!H.legcuffed) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
|
||||
H.legcuffed = src
|
||||
src.loc = H
|
||||
H.update_inv_legcuffed(0)
|
||||
feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
|
||||
|
||||
else
|
||||
L.apply_damage(20,BRUTE)
|
||||
..()
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/weapon/legcuffs
|
||||
name = "legcuffs"
|
||||
/obj/item/weapon/restraints/legcuffs
|
||||
name = "leg cuffs"
|
||||
desc = "Use this to keep prisoners in line."
|
||||
gender = PLURAL
|
||||
icon = 'icons/obj/items.dmi'
|
||||
@@ -8,7 +8,102 @@
|
||||
throwforce = 0
|
||||
w_class = 3.0
|
||||
origin_tech = "materials=1"
|
||||
var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
|
||||
slowdown = 7
|
||||
breakouttime = 300 //Deciseconds = 30s = 0.5 minute
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap
|
||||
name = "bear trap"
|
||||
throw_speed = 1
|
||||
throw_range = 1
|
||||
icon_state = "beartrap0"
|
||||
desc = "A trap used to catch bears and other legged creatures."
|
||||
var/armed = 0
|
||||
var/obj/item/weapon/grenade/iedcasing/IED = null
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/Destroy()
|
||||
if(IED)
|
||||
qdel(IED)
|
||||
IED = null
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is sticking \his head in the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
||||
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/attack_self(mob/user as mob)
|
||||
..()
|
||||
if(ishuman(user) && !user.stat && !user.restrained())
|
||||
armed = !armed
|
||||
icon_state = "beartrap[armed]"
|
||||
to_chat(user, "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>")
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive.
|
||||
if(istype(I, /obj/item/weapon/grenade/iedcasing))
|
||||
if(IED)
|
||||
to_chat(user, "<span class='warning'>This beartrap already has an IED hooked up to it!</span>")
|
||||
return
|
||||
IED = I
|
||||
switch(IED.assembled)
|
||||
if(0,1) //if it's not fueled/hooked up
|
||||
to_chat(user, "<span class='warning'>You haven't prepared this IED yet!</span>")
|
||||
IED = null
|
||||
return
|
||||
if(2,3)
|
||||
user.drop_item(src)
|
||||
I.forceMove(src)
|
||||
message_admins("[key_name_admin(user)] has rigged a beartrap with an IED.")
|
||||
log_game("[key_name(user)] has rigged a beartrap with an IED.")
|
||||
to_chat(user, "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>")
|
||||
desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
|
||||
else
|
||||
to_chat(user, "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>")
|
||||
IED = null
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(IED)
|
||||
IED.forceMove(get_turf(src))
|
||||
IED = null
|
||||
to_chat(user, "<span class='notice'>You remove the IED from the [src].</span>")
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/restraints/legcuffs/beartrap/Crossed(AM as mob|obj)
|
||||
if(armed && isturf(src.loc))
|
||||
if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
|
||||
var/mob/living/L = AM
|
||||
armed = 0
|
||||
icon_state = "beartrap0"
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
|
||||
"<span class='userdanger'>You trigger \the [src]!</span>")
|
||||
|
||||
if(IED && isturf(src.loc))
|
||||
IED.active = 1
|
||||
IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
|
||||
IED.icon_state = initial(icon_state) + "_active"
|
||||
IED.assembled = 3
|
||||
message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
|
||||
log_game("[key_name(usr)] has triggered an IED-rigged [name].")
|
||||
spawn(IED.det_time)
|
||||
IED.prime()
|
||||
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/H = AM
|
||||
if(H.lying)
|
||||
H.apply_damage(20,BRUTE,"chest")
|
||||
else
|
||||
H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg")))
|
||||
if(!H.legcuffed) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
|
||||
H.legcuffed = src
|
||||
src.loc = H
|
||||
H.update_inv_legcuffed(0)
|
||||
feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
|
||||
|
||||
else
|
||||
L.apply_damage(20,BRUTE)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/legcuffs/bolas
|
||||
name = "bolas"
|
||||
|
||||
@@ -137,37 +137,3 @@
|
||||
H.update_inv_r_hand()
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/cloaking_device
|
||||
name = "cloaking device"
|
||||
desc = "Use this to become invisible to the human eyesocket."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "shield0"
|
||||
var/active = 0.0
|
||||
flags = CONDUCT
|
||||
item_state = "electronic"
|
||||
throwforce = 10.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
w_class = 2.0
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
|
||||
|
||||
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
to_chat(user, "\blue The cloaking device is now active.")
|
||||
src.icon_state = "shield1"
|
||||
else
|
||||
to_chat(user, "\blue The cloaking device is now inactive.")
|
||||
src.icon_state = "shield0"
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/cloaking_device/emp_act(severity)
|
||||
active = 0
|
||||
icon_state = "shield0"
|
||||
if(ismob(loc))
|
||||
loc:update_icons()
|
||||
..()
|
||||
|
||||
@@ -512,6 +512,16 @@
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
|
||||
/obj/item/weapon/storage/box/alienhandcuffs
|
||||
name = "box of spare handcuffs"
|
||||
desc = "A box full of handcuffs."
|
||||
icon_state = "alienboxCuffs"
|
||||
|
||||
New()
|
||||
..()
|
||||
for(var/i in 1 to 7)
|
||||
new /obj/item/weapon/restraints/handcuffs/alien(src)
|
||||
|
||||
/obj/item/weapon/storage/box/fakesyndiesuit
|
||||
name = "boxed space suit and helmet"
|
||||
desc = "A sleek, sturdy box used to hold replica spacesuits."
|
||||
|
||||
@@ -127,7 +127,7 @@
|
||||
C.handcuffed = null
|
||||
if(C.buckled && C.buckled.buckle_requires_restraints)
|
||||
C.buckled.unbuckle_mob()
|
||||
C.update_inv_handcuffed()
|
||||
C.update_handcuffed()
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
Reference in New Issue
Block a user