mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
-Made firesuits effective again by changing the proc which damages the humans due to the flames to fire_act(). The flames themselves will hurt people, who are directly on top of it, but if they're wearing a firesuit the damage is much less.
-Added some procs for getting IDs and getting access. Helps clean it up so we don't have "istype(A, IDCARD) OR istype(A, PDA)" everywhere. -Made wallets equip able in the ID slot and be able to be used as an ID. -Added a PACMAN generator in Engineering to jump start the Singularity if they run out of power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5450 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -233,6 +233,9 @@ its easier to just keep the beam vertical.
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/atom/proc/blob_act()
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return
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/atom/proc/fire_act()
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return
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/atom/proc/attack_hand(mob/user as mob)
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return
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@@ -127,15 +127,17 @@
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else if(istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/alien/humanoid))
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var/mob/living/carbon/george = M
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//they can only hold things :(
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if(george.get_active_hand() && (istype(george.get_active_hand(), /obj/item/weapon/card/id) || istype(george.get_active_hand(), /obj/item/device/pda)) && src.check_access(george.get_active_hand()))
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if(src.check_access(george.get_active_hand()))
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return 1
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return 0
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/obj/proc/check_access(obj/item/weapon/card/id/I)
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/obj/item/proc/GetAccess()
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return list()
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if (istype(I, /obj/item/device/pda))
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var/obj/item/device/pda/pda = I
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I = pda.id
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/obj/item/proc/GetID()
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return null
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/obj/proc/check_access(obj/item/I)
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if(!src.req_access && !src.req_one_access) //no requirements
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return 1
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@@ -145,14 +147,14 @@
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var/list/L = src.req_access
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if(!L.len && (!src.req_one_access || !src.req_one_access.len)) //no requirements
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return 1
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if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
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if(!I)
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return 0
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for(var/req in src.req_access)
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if(!(req in I.access)) //doesn't have this access
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if(!(req in I.GetAccess())) //doesn't have this access
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return 0
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if(src.req_one_access && src.req_one_access.len)
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for(var/req in src.req_one_access)
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if(req in I.access) //has an access from the single access list
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if(req in I.GetAccess()) //has an access from the single access list
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return 1
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return 0
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return 1
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@@ -368,7 +368,7 @@ var/global/datum/controller/occupations/job_master
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if(locate(/obj/item/device/pda,H))//I bet this could just use locate. It can --SkyMarshal
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var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
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pda.owner = H.real_name
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pda.ownjob = H.wear_id.assignment
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pda.ownjob = C.assignment
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pda.name = "PDA-[H.real_name] ([pda.ownjob])"
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return 1
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@@ -705,22 +705,17 @@ Auto Patrol: []"},
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if(istype(perp:belt, /obj/item/weapon/gun/energy/laser/bluetag))
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threatcount += 2
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if (src.check_records)
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if(src.check_records)
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for (var/datum/data/record/E in data_core.general)
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var/perpname = perp.name
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if (perp:wear_id)
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var/obj/item/weapon/card/id/id = perp:wear_id
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if(istype(perp:wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = perp:wear_id
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id = pda.id
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if (id)
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if(perp.wear_id)
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var/obj/item/weapon/card/id/id = perp.wear_id.GetID()
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if(id)
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perpname = id.registered_name
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else
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var/obj/item/device/pda/pda = perp:wear_id
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perpname = pda.owner
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if (E.fields["name"] == perpname)
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if(E.fields["name"] == perpname)
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for (var/datum/data/record/R in data_core.security)
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if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
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if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
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threatcount = 4
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break
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@@ -621,16 +621,11 @@ Auto Patrol: []"},
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if(src.check_records)
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for (var/datum/data/record/E in data_core.general)
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var/perpname = perp.name
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if(perp:wear_id)
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var/obj/item/weapon/card/id/id = perp:wear_id
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if(istype(perp:wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = perp:wear_id
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id = pda.id
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if(perp.wear_id)
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var/obj/item/weapon/card/id/id = perp.wear_id.GetID()
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if(id)
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perpname = id.registered_name
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else
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var/obj/item/device/pda/pda = perp:wear_id
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perpname = pda.owner
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if(E.fields["name"] == perpname)
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for (var/datum/data/record/R in data_core.security)
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if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
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@@ -384,7 +384,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
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updateUsrDialog()
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if(screen == 10)
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var/obj/item/weapon/card/id/ID = O
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if (access_RC_announce in ID.access)
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if (access_RC_announce in ID.GetAccess())
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announceAuth = 1
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else
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announceAuth = 0
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@@ -229,6 +229,15 @@ var/global/list/obj/item/device/pda/PDAs = list()
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else
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return 0
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/obj/item/device/pda/GetAccess()
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if(id)
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return id.GetAccess()
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else
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return ..()
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/obj/item/device/pda/GetID()
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return id
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/obj/item/device/pda/MouseDrop(obj/over_object as obj, src_location, over_location)
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var/mob/M = usr
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if((!istype(over_object, /obj/screen)) && !M.restrained() && !M.stat && can_use())
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@@ -79,13 +79,11 @@
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src.add_fingerprint(user)
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return
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/obj/item/weapon/card/id/attack_hand(mob/user as mob)
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var/obj/item/weapon/storage/wallet/WL
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if( istype(loc, /obj/item/weapon/storage/wallet) )
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WL = loc
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..()
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if(WL)
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WL.update_icon()
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/obj/item/weapon/card/id/GetAccess()
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return access
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/obj/item/weapon/card/id/GetID()
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return src
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/obj/item/weapon/card/id/verb/read()
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set name = "Read ID Card"
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@@ -226,7 +226,7 @@
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//The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once,
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//such as when picking up all the items on a tile with one click.
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/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
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if(!istype(W)) return
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if(!istype(W)) return 0
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if(usr)
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usr.u_equip(W)
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usr.update_icons() //update our overlays
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@@ -251,10 +251,11 @@
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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return 1
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//Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target
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/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location)
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if(!istype(W)) return
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if(!istype(W)) return 0
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if(istype(src, /obj/item/weapon/storage/fancy))
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var/obj/item/weapon/storage/fancy/F = src
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@@ -284,6 +285,7 @@
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W.maptext = ""
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W.on_exit_storage(src)
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update_icon()
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return 1
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//This proc is called when you want to place an item into the storage item.
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/obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob)
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@@ -24,49 +24,66 @@
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"/obj/item/weapon/reagent_containers/dropper",
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"/obj/item/weapon/screwdriver",
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"/obj/item/weapon/stamp")
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slot_flags = SLOT_ID
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attackby(obj/item/A as obj, mob/user as mob)
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..()
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update_icon()
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return
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update_icon()
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for(var/obj/item/weapon/card/id/ID in contents)
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switch(ID.icon_state)
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if("id")
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icon_state = "walletid"
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return
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if("silver")
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icon_state = "walletid_silver"
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return
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if("gold")
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icon_state = "walletid_gold"
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return
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if("centcom")
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icon_state = "walletid_centcom"
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return
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icon_state = "wallet"
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var/obj/item/weapon/card/id/front_id = null
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/obj/item/weapon/storage/wallet/remove_from_storage(obj/item/W as obj, atom/new_location)
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. = ..(W, new_location)
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if(.)
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if(W == front_id)
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front_id = null
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update_icon()
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proc/get_id()
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for(var/obj/item/weapon/card/id/ID in contents)
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if(istype(ID))
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return ID
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/obj/item/weapon/storage/wallet/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
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. = ..(W, prevent_warning)
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if(.)
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if(!front_id && istype(W, /obj/item/weapon/card/id))
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front_id = W
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update_icon()
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/obj/item/weapon/storage/wallet/random
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New()
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..()
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var/item1_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
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var/item2_type
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if(prob(50))
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item2_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
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var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron )
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/obj/item/weapon/storage/wallet/update_icon()
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spawn(2)
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if(item1_type)
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new item1_type(src)
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if(item2_type)
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new item2_type(src)
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if(item3_type)
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new item3_type(src)
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if(front_id)
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switch(front_id.icon_state)
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if("id")
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icon_state = "walletid"
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return
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if("silver")
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icon_state = "walletid_silver"
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return
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if("gold")
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icon_state = "walletid_gold"
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return
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if("centcom")
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icon_state = "walletid_centcom"
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return
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icon_state = "wallet"
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/obj/item/weapon/storage/wallet/GetID()
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return front_id
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/obj/item/weapon/storage/wallet/GetAccess()
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var/obj/item/I = GetID()
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if(I)
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return I.GetAccess()
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else
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return ..()
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/obj/item/weapon/storage/wallet/random/New()
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..()
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var/item1_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
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var/item2_type
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if(prob(50))
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item2_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
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var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron )
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spawn(2)
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if(item1_type)
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new item1_type(src)
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if(item2_type)
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new item2_type(src)
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if(item3_type)
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new item3_type(src)
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