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Fully refactors Chairs, Stools & Beds. Adds a few fun bits
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@@ -146,7 +146,7 @@ Doesn't work on other aliens/AI.*/
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if("resin membrane")
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new /obj/structure/alien/resin/membrane(loc)
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if("resin nest")
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new /obj/structure/stool/bed/nest(loc)
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new /obj/structure/bed/nest(loc)
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return
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/mob/living/carbon/alien/humanoid/verb/regurgitate()
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@@ -578,14 +578,14 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
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return 0
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return 1
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return FALSE
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if(buckled && ! istype(buckled, /obj/structure/chair)) // buckling does not restrict hands
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return FALSE
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return TRUE
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/mob/living/carbon/restrained()
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if(handcuffed)
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return 1
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return TRUE
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return
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@@ -354,8 +354,8 @@
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handle_dreams()
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adjustStaminaLoss(-10)
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var/comfort = 1
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if(istype(buckled, /obj/structure/stool/bed))
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var/obj/structure/stool/bed/bed = buckled
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if(istype(buckled, /obj/structure/bed))
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var/obj/structure/bed/bed = buckled
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comfort+= bed.comfort
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for(var/obj/item/bedsheet/bedsheet in range(loc,0))
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if(bedsheet.loc != loc) //bedsheets in your backpack/neck don't give you comfort
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@@ -359,7 +359,7 @@
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character.lastarea = get_area(loc)
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// Moving wheelchair if they have one
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if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair))
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if(character.buckled && istype(character.buckled, /obj/structure/chair/wheelchair))
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character.buckled.loc = character.loc
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character.buckled.dir = character.dir
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