mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 20:16:55 +01:00
Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts: baystation12.dme code/datums/organs/organ_internal.dm code/datums/vote.dm code/defines/atom.dm code/defines/procs/gamehelpers.dm code/defines/turf.dm code/game/algorithm.dm code/game/cellautomata.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/events/space_ninja.dm code/game/gamemodes/wizard/rightandwrong.dm code/game/jobs/job/captain.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/law.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/doors/firedoor.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/structures/electricchair.dm code/game/turfs/turf.dm code/game/vote.dm code/hub.dm code/modules/admin/admin_verbs.dm code/modules/awaymissions/zlevel.dm code/modules/client/client defines.dm code/modules/food/food.dm code/modules/food/meat.dm code/modules/food/recipes_microwave.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/hud.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/login.dm code/modules/mob/living/simple_animal/life.dm code/modules/mob/mob_defines.dm code/modules/mob/new_player/login.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/folders.dm code/modules/paperwork/photocopier.dm code/setup.dm icons/effects/genetics.dmi interface/interface.dm interface/skin.dmf maps/RandomZLevels/fileList.txt various misc mergefixes and todos Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -224,7 +224,7 @@
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return
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/obj/structure/closet/relaymove(mob/user as mob)
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if(user.stat)
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if(user.stat || !isturf(src.loc))
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return
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if(!src.open())
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@@ -99,11 +99,9 @@
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togglelock(user)
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/obj/structure/closet/secure_closet/relaymove(mob/user as mob)
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if(user.stat)
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if(user.stat || !isturf(src.loc))
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return
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if(user.stat)
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return
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if(!(src.locked))
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for(var/obj/item/I in src)
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I.loc = src.loc
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@@ -30,11 +30,11 @@
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/obj/structure/closet/syndicate/nuclear/New()
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..()
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sleep(2)
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new /obj/item/ammo_magazine/a50(src)
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new /obj/item/ammo_magazine/a50(src)
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new /obj/item/ammo_magazine/a50(src)
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new /obj/item/ammo_magazine/a50(src)
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new /obj/item/ammo_magazine/a50(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/ammo_magazine/a12mm(src)
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new /obj/item/weapon/storage/handcuff_kit(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/gun/energy/gun(src)
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@@ -7,18 +7,18 @@
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var/last_time = 1.0
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/obj/structure/stool/bed/chair/e_chair/New()
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..()
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overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
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return
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/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(src.loc)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = src.dir
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src.part.loc = src.loc
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src.part.master = null
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src.part = null
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = dir
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part.loc = loc
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part.master = null
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part = null
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del(src)
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return
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return
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@@ -34,6 +34,7 @@
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else
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on = 1
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icon_state = "echair1"
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usr << "<span class='notice'>You switch [on ? "on" : "off"] [src].</span>"
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return
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/obj/structure/stool/bed/chair/e_chair/rotate()
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@@ -43,11 +44,11 @@
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return
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/obj/structure/stool/bed/chair/e_chair/proc/shock()
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if(!(src.on))
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if(!on)
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return
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if((src.last_time + 50) > world.time)
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if(last_time + 50 > world.time)
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return
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src.last_time = world.time
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last_time = world.time
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// special power handling
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var/area/A = get_area(src)
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@@ -65,12 +66,11 @@
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s.start()
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if(buckled_mob)
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buckled_mob.burn_skin(85)
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buckled_mob << "\red <B>You feel a deep shock course through your body!</B>"
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buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
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sleep(1)
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buckled_mob.burn_skin(85)
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buckled_mob.Stun(600)
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for(var/mob/M in hearers(src, null))
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M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
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visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
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A.power_light = light
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A.updateicon()
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@@ -1,4 +1,5 @@
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/obj/structure/falsewall
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anchored = 1
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icon = 'icons/turf/walls.dmi'
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var/mineral = "metal"
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@@ -73,8 +74,8 @@
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else
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flick("[mineral]fwall_closing", src)
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icon_state = "[mineral]0"
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density = 1
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sleep(15)
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src.density = 1
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SetOpacity(1)
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src.relativewall()
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@@ -170,6 +171,8 @@
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icon_state = "[mineral]fwall_open"
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/obj/structure/falserwall/
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anchored = 1
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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@@ -181,8 +184,8 @@
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else
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icon_state = "r_wall"
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flick("frwall_closing", src)
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sleep(15)
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density = 1
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sleep(15)
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SetOpacity(1)
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relativewall()
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@@ -1,31 +1,39 @@
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/obj/structure/noticeboard
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name = "Notice Board"
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name = "notice board"
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desc = "A board for pinning important notices upon."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "nboard00"
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flags = FPRINT
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desc = "A board for pinning important notices upon."
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density = 0
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anchored = 1
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var/notices = 0
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/obj/structure/noticeboard/initialize()
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for(var/obj/item/I in loc)
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if(notices > 4) break
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if(istype(I, /obj/item/weapon/paper))
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I.loc = src
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notices++
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icon_state = "nboard0[notices]"
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//attaching papers!!
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/obj/structure/noticeboard/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)
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if (istype(O, /obj/item/weapon/paper))
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if (src.notices < 5)
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if(istype(O, /obj/item/weapon/paper))
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if(notices < 5)
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O.add_fingerprint(user)
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src.add_fingerprint(user)
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add_fingerprint(user)
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user.drop_item()
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O.loc = src
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src.notices++
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src.icon_state = text("nboard0[]", src.notices) //update sprite
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user << "\blue You pin the paper to the noticeboard."
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notices++
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icon_state = "nboard0[notices]" //update sprite
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user << "<span class='notice'>You pin the paper to the noticeboard.</span>"
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else
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user << "\red You reach to pin your paper to the board but hesitate. You are certain your paper will not be seen among the many others already attached."
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user << "<span class='notice'>You reach to pin your paper to the board but hesitate. You are certain your paper will not be seen among the many others already attached.</span>"
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/obj/structure/noticeboard/attack_hand(user as mob)
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var/dat = "<B>Noticeboard</B><BR>"
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for(var/obj/item/weapon/paper/P in src)
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dat += text("<A href='?src=\ref[];read=\ref[]'>[]</A> <A href='?src=\ref[];write=\ref[]'>Write</A> <A href='?src=\ref[];remove=\ref[]'>Remove</A><BR>", src, P, P.name, src, P, src, P)
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dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> <A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A><BR>"
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user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
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onclose(user, "noticeboard")
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@@ -33,43 +41,40 @@
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/obj/structure/noticeboard/Topic(href, href_list)
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..()
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usr.machine = src
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if (href_list["remove"])
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if ((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
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usr << "\red It's a bit hard to remove the notice when you're restrained like this."
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if(href_list["remove"])
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if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
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return
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var/obj/item/P = locate(href_list["remove"])
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if ((P && P.loc == src))
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P.loc = get_turf(src) //dump paper on the floor because you're a clumsy fuck
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P.layer = 20
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if((P && P.loc == src))
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P.loc = get_turf(src) //dump paper on the floor because you're a clumsy fuck
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P.add_fingerprint(usr)
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src.add_fingerprint(usr)
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src.notices--
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src.icon_state = text("nboard0[]", src.notices)
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add_fingerprint(usr)
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notices--
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icon_state = "nboard0[notices]"
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if(href_list["write"])
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if ((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
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usr << "\red It's a bit hard to write when you're restrained like this."
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if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
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return
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var/obj/item/P = locate(href_list["write"])
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if((P && P.loc == src)) //if the paper's on the board
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if (istype(usr.r_hand, /obj/item/weapon/pen)) //and you're holding a pen
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src.add_fingerprint(usr)
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if((P && P.loc == src)) //ifthe paper's on the board
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if(istype(usr.r_hand, /obj/item/weapon/pen)) //and you're holding a pen
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add_fingerprint(usr)
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P.attackby(usr.r_hand, usr) //then do ittttt
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else
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if (istype(usr.l_hand, /obj/item/weapon/pen)) //check other hand for pen
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src.add_fingerprint(usr)
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if(istype(usr.l_hand, /obj/item/weapon/pen)) //check other hand for pen
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add_fingerprint(usr)
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P.attackby(usr.l_hand, usr)
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else
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usr << "\red You'll need something to write with!"
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usr << "<span class='notice'>You'll need something to write with!</span>"
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if (href_list["read"])
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if(href_list["read"])
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var/obj/item/weapon/paper/P = locate(href_list["read"])
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if ((P && P.loc == src))
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if (!( istype(usr, /mob/living/carbon/human) ))
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usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", P.name, stars(P.info)), text("window=[]", P.name))
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if((P && P.loc == src))
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if(!( istype(usr, /mob/living/carbon/human) ))
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usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY><TT>[stars(P.info)]</TT></BODY></HTML>", "window=[P.name]")
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onclose(usr, "[P.name]")
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else
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usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", P.name, P.info), text("window=[]", P.name))
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usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY><TT>[P.info]</TT></BODY></HTML>", "window=[P.name]")
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onclose(usr, "[P.name]")
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return
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@@ -0,0 +1,37 @@
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/obj/structure/shuttle
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name = "shuttle"
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icon = 'icons/turf/shuttle.dmi'
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/obj/structure/shuttle/engine
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name = "engine"
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density = 1
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anchored = 1.0
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/obj/structure/shuttle/engine/heater
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name = "heater"
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icon_state = "heater"
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/obj/structure/shuttle/engine/platform
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name = "platform"
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icon_state = "platform"
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/obj/structure/shuttle/engine/propulsion
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name = "propulsion"
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icon_state = "propulsion"
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opacity = 1
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/obj/structure/shuttle/engine/propulsion/burst
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name = "burst"
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/obj/structure/shuttle/engine/propulsion/burst/left
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name = "left"
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icon_state = "burst_l"
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/obj/structure/shuttle/engine/propulsion/burst/right
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name = "right"
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icon_state = "burst_r"
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/obj/structure/shuttle/engine/router
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name = "router"
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icon_state = "router"
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@@ -6,25 +6,26 @@
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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handle_rotation()
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..()
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spawn(3) //sorry. i don't think there's a better way to do this.
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handle_rotation()
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/assembly/shock_kit))
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var/obj/item/assembly/shock_kit/SK = W
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if(!SK.status)
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user << "<span class='notice'>[SK] is not ready to be attached!</span>"
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return
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user.drop_item()
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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E.dir = dir
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E.part = SK
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SK.loc = E
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SK.master = E
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del(src)
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return
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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Reference in New Issue
Block a user