mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 20:47:10 +01:00
Items missing from map re-added.
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@@ -0,0 +1,49 @@
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/obj/machinery/monkey_recycler
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name = "Monkey Recycler"
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desc = "A machine used for recycling dead monkeys into monkey cubes."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "grinder"
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layer = 2.9
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density = 1
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anchored = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 50
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var/grinded = 0
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/obj/machinery/monkey_recycler/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (src.stat != 0) //NOPOWER etc
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return
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if (istype(O, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = O
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var/grabbed = G.affecting
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if(istype(grabbed, /mob/living/carbon/monkey))
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var/mob/living/carbon/monkey/target = grabbed
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if(target.stat == 0)
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user << "\red The monkey is struggling far too much to put it in the recycler."
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else
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user.drop_item()
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del(target)
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user << "\blue You stuff the monkey in the machine."
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playsound(src.loc, 'sound/machines/juicer.ogg', 50, 1)
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use_power(500)
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src.grinded++
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user << "\blue The machine now has [grinded] monkeys worth of material stored."
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else
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user << "\red The machine only accepts monkeys!"
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return
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/obj/machinery/monkey_recycler/attack_hand(var/mob/user as mob)
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if (src.stat != 0) //NOPOWER etc
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return
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if(grinded >=5)
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user << "\blue The machine hisses loudly as it condenses the grinded monkey meat. After a moment, it dispenses a brand new monkey cube."
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playsound(src.loc, 'sound/machines/hiss.ogg', 50, 1)
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grinded -= 5
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new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src.loc)
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user << "\blue The machine's display flashes that it has [grinded] monkeys worth of material left."
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else
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user << "\red The machine needs at least 5 monkeys worth of material to produce a monkey cube. It only has [grinded]."
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return
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@@ -0,0 +1,120 @@
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/obj/structure/stool/bed/chair/ambulance
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name = "ambulance"
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "docwagon"
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anchored = 1
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density = 1
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/var/brightness = 4
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/var/strobe = 0
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/obj/structure/stool/bed/chair/ambulance/New()
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handle_rotation()
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/obj/structure/stool/bed/chair/ambulance/examine()
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set src in usr
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usr << "\icon[src] This is a specially designed ambulance unit for Emergency Medical Personel"
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/obj/structure/stool/bed/chair/janicart/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/key/ambulance))
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user << "Hold [W] in one of your hands while you drive this ambulance so noone steals it from you!."
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/obj/structure/stool/bed/chair/ambulance/relaymove(mob/user, direction)
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if(user.stat || user.stunned || user.weakened || user.paralysis)
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unbuckle()
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if(istype(user.l_hand, /obj/item/key/ambulance) || istype(user.r_hand, /obj/item/key/ambulance))
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step(src, direction)
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update_mob()
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handle_rotation()
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else
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user << "<span class='notice'>You'll need the keys in one of your hands to drive this ambulance.</span>"
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/obj/structure/stool/bed/chair/ambulance/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = loc
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/obj/structure/stool/bed/chair/ambulance/buckle_mob(mob/M, mob/user)
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if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
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return
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unbuckle()
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M.visible_message(\
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"<span class='notice'>[M] climbs onto the ambulance!</span>",\
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"<span class='notice'>You climb onto the ambulance!</span>")
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M.buckled = src
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M.loc = loc
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M.dir = dir
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M.update_canmove()
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buckled_mob = M
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update_mob()
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add_fingerprint(user)
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strobe = 1
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icon_state = "docwagon2"
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return
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//Add red strobe effect call to this section
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/obj/structure/stool/bed/chair/ambulance/unbuckle()
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if(buckled_mob)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 0
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strobe = 0
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icon_state = "docwagon"
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..()
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/obj/structure/stool/bed/chair/ambulance/handle_rotation()
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if(dir == SOUTH)
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layer = FLY_LAYER
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else
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layer = OBJ_LAYER
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if(buckled_mob)
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if(buckled_mob.loc != loc)
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buckled_mob.buckled = null //Temporary, so Move() succeeds.
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buckled_mob.buckled = src //Restoring
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update_mob()
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/obj/structure/stool/bed/chair/ambulance/proc/update_mob()
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if(buckled_mob)
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buckled_mob.dir = dir
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switch(dir)
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if(SOUTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 7
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if(WEST)
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buckled_mob.pixel_x = 13
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buckled_mob.pixel_y = 7
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if(NORTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 4
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if(EAST)
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buckled_mob.pixel_x = -13
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buckled_mob.pixel_y = 7
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/obj/structure/stool/bed/chair/ambulance/bullet_act(var/obj/item/projectile/Proj)
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if(buckled_mob)
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if(prob(65))
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return buckled_mob.bullet_act(Proj)
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visible_message("<span class='warning'>[Proj] ricochets off the ambulance!</span>")
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/obj/item/key/ambulance
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name = "ambulance key"
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desc = "A keyring with a small steel key, and tag with a red cross on it."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "keydoc"
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w_class = 1
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/*
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/proc/ambulance/strobelight()
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if (strobe)
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for ALLTURF(range(1,mob))
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icon = 'icons/turf/areas.dmi'
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icon_state = "red"
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*/
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@@ -0,0 +1,30 @@
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//Mime's Hardsuit
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/obj/item/clothing/head/helmet/space/mime
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name = "mime hardsuit helmet"
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// icon = 'spaceciv.dmi'
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desc = "A hardsuit helmet specifically designed for the mime."
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icon_state = "spacemimehelmet"
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item_state = "spacemimehelmet"
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obj/item/clothing/suit/space/mime
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name = "mime hardsuit"
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// icon = 'spaceciv.dmi'
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desc = "A hardsuit specifically designed for the mime."
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icon_state = "spacemime_suit"
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item_state = "spacemime_items"
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allowed = list(/obj/item/weapon/tank)
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/obj/item/clothing/head/helmet/space/clown
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name = "clown hardsuit helmet"
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// icon = 'spaceciv.dmi'
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desc = "A hardsuit helmet specifically designed for the clown. SPESSHONK!"
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icon_state = "clownhelmet"
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item_state = "clownhelmet"
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obj/item/clothing/suit/space/clown
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name = "clown hardsuit"
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// icon = 'spaceciv.dmi'
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desc = "A hardsuit specifically designed for the clown. SPESSHONK!"
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icon_state = "spaceclown_suit"
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item_state = "spaceclown_items"
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allowed = list(/obj/item/weapon/tank)
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