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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 08:34:16 +01:00
Made rollerbeds collapsible. They don't fit in containers, so it's just easier to take to location. Added new sprites and sounds for cable cuffs, and new sounds for table smashy.
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@@ -63,7 +63,10 @@
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
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else
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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else
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@@ -77,7 +80,10 @@
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
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else
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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return
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@@ -151,6 +151,18 @@
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icon_state = "down"
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anchored = 0
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'rollerbed.dmi'
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icon_state = "folded"
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w_class = 4.0 // Can't be put in backpacks. Oh well.
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attack_self(mob/user)
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var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
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R.add_fingerprint(user)
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del(src)
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//obj/structure/stool/bed/roller/Move()
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/obj/structure/stool/bed/Move()
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..()
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@@ -181,7 +193,20 @@
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buckled_mob.pixel_y = 0
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buckled_mob.anchored = 0
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buckled_mob.buckled = null
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buckled_mob = null
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density = 0
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icon_state = "down"
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..()
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return
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/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(buckled_mob) return 0
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visible_message("[usr] collapses \the [src.name]")
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new/obj/item/roller(get_turf(src))
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spawn(0)
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del(src)
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return
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@@ -189,7 +189,7 @@ TABLE AND RACK OBJECT INTERATIONS
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"\red You hear the nauseating crunch of bone and gristle on solid metal.")
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H.UpdateDamageIcon()
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H.updatehealth()
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playsound(src.loc, 'punch1.ogg', 50, 1, -3)
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playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
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return
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G.affecting.loc = src.loc
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G.affecting.Weaken(5)
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