mirror of
https://github.com/ParadiseSS13/Paradise.git
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288 lines
7.7 KiB
Plaintext
288 lines
7.7 KiB
Plaintext
/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Roller beds
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* Dog Beds
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*/
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/*
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* Beds
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*/
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/obj/structure/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bed"
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dir = SOUTH
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can_buckle = TRUE
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anchored = TRUE
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buckle_lying = TRUE
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resistance_flags = FLAMMABLE
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max_integrity = 100
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integrity_failure = 30
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 2
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buckle_offset = -6
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var/comfort = 2 // default comfort
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/obj/structure/bed/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Click dragging someone to a bed will buckle them in. Functions just like a chair except you can walk over them.</span>"
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/obj/structure/bed/attack_hand(mob/user)
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if(user.Move_Pulled(src))
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return
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return ..()
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/obj/structure/bed/psych
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name = "psych bed"
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desc = "For prime comfort during psychiatric evaluations."
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icon_state = "psychbed"
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buildstackamount = 5
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/obj/structure/bed/alien
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name = "resting contraption"
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desc = "This looks similar to contraptions from Earth. Could aliens be stealing our technology?"
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icon_state = "abed"
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comfort = 0.3
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/obj/structure/bed/proc/handle_rotation()
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return
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/obj/structure/bed/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(flags & NODECONSTRUCT)
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to_chat(user, "<span class='warning'>You can't figure out how to deconstruct [src]!</span>")
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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deconstruct(TRUE)
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/obj/structure/bed/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(buildstacktype)
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new buildstacktype(loc, buildstackamount)
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..()
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/obj/structure/bed/post_buckle_mob(mob/living/M)
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M.pixel_y = M.get_standard_pixel_y_offset()
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/obj/structure/bed/post_unbuckle_mob(mob/living/M)
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M.pixel_y = M.get_standard_pixel_y_offset()
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/obj/structure/bed/shove_impact(mob/living/target, mob/living/attacker)
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. = ..()
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/H = target
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// only if you're wearing PJs
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if(!istype(H.w_uniform, /obj/item/clothing/under/misc/pj))
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return
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// and there's a sheet on the bed
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if(!locate(/obj/item/bedsheet) in loc)
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return
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var/sleep_ratio = 1
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if(istype(H.shoes, /obj/item/clothing/shoes/slippers))
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sleep_ratio *= 2
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// take your shoes off first, you filthy animal
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H.unEquip(H.shoes)
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var/extinguished_candle = FALSE
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for(var/obj/item/candle/C in range(2, src))
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if(C.lit)
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C.unlight()
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extinguished_candle = TRUE
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if(extinguished_candle)
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sleep_ratio *= 2
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// nighty night
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target.visible_message(
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"<span class='danger'>[attacker] puts [target] to bed!</span>",
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"<span class='userdanger'>[attacker] shoves you under the covers, and you're out like a light!</span>",
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"<span class='notice'>You hear someone getting into bed.</span>"
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)
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if(sleep_ratio > 1)
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target.visible_message(
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"<span class='notice'>[target] seems especially cozy...[target.p_they()] probably won't be up for a while.</span>",
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"<span class='notice'>You feel so cozy, you could probably stay here for a while...</span>"
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)
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target.forceMove(loc)
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buckle_mob(target, TRUE)
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if(!H.IsSleeping())
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H.Sleeping(15 SECONDS * sleep_ratio)
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add_attack_logs(attacker, target, "put to bed for [15 * sleep_ratio] seconds.")
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H.emote("snore")
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for(var/mob/living/carbon/human/viewer in viewers())
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if(prob(50))
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viewer.emote("yawn")
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return TRUE
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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buckle_offset = 0
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face_while_pulling = FALSE
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resistance_flags = NONE
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anchored = FALSE
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comfort = 1
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var/icon_up = "up"
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var/icon_down = "down"
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var/folded = /obj/item/roller
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/obj/structure/bed/roller/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/roller_holder))
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if(has_buckled_mobs())
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if(length(buckled_mobs) > 1)
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unbuckle_all_mobs()
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user.visible_message("<span class='notice'>[user] unbuckles all creatures from [src].</span>")
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else
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user_unbuckle_mob(buckled_mobs[1], user)
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else
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user.visible_message("<span class='notice'>[user] collapses \the [name].</span>", "<span class='notice'>You collapse \the [name].</span>")
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new folded(get_turf(src))
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qdel(src)
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else
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return ..()
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
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density = TRUE
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icon_state = icon_up
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..()
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/obj/structure/bed/roller/post_unbuckle_mob(mob/living/M)
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density = FALSE
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icon_state = icon_down
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..()
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/obj/structure/bed/roller/holo
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name = "holo stretcher"
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icon_state = "holo_extended"
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icon_up = "holo_extended"
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icon_down = "holo_extended"
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folded = /obj/item/roller/holo
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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 = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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w_class = WEIGHT_CLASS_BULKY
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var/extended = /obj/structure/bed/roller
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/bed/roller/R = new extended(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/afterattack(atom/target, mob/user, proximity, params)
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if(!proximity)
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return
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if(isturf(target))
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var/turf/T = target
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if(!T.density)
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var/obj/structure/bed/roller/R = new extended(T)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/roller_holder))
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var/obj/item/roller_holder/RH = W
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if(!RH.held)
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user.visible_message("<span class='notice'>[user] collects \the [name].</span>", "<span class='notice'>You collect \the [name].</span>")
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forceMove(RH)
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RH.held = src
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/obj/item/roller/holo
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name = "holo stretcher"
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desc = "A retracted hardlight stretcher that can be carried around."
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icon_state = "holo_retracted"
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "magnets=3;biotech=4;powerstorage=3"
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extended = /obj/structure/bed/roller/holo
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/obj/item/roller/holo/attackby(obj/item/W, mob/user, params)
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return
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/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
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if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
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if(!ishuman(usr) || usr.incapacitated())
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return
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if(has_buckled_mobs())
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return 0
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usr.visible_message("<span class='notice'>[usr] collapses \the [name].</span>", "<span class='notice'>You collapse \the [name].</span>")
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new folded(get_turf(src))
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qdel(src)
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return
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..()
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/obj/item/roller_holder
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name = "roller bed rack"
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desc = "A rack for carrying a collapsed roller bed."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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var/obj/item/roller/held
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/obj/item/roller_holder/New()
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..()
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held = new /obj/item/roller(src)
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/obj/item/roller_holder/attack_self(mob/user as mob)
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if(!held)
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to_chat(user, "<span class='notice'>The rack is empty.</span>")
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return
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to_chat(user, "<span class='notice'>You deploy the roller bed.</span>")
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
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R.add_fingerprint(user)
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QDEL_NULL(held)
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/*
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* Dog beds
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*/
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/obj/structure/bed/dogbed
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name = "dog bed"
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icon_state = "dogbed"
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desc = "A comfy-looking dog bed. You can even strap your pet in, just in case the gravity turns off."
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anchored = FALSE
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buildstackamount = 10
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buildstacktype = /obj/item/stack/sheet/wood
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buckle_offset = 0
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comfort = 0.5
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/obj/structure/bed/dogbed/ian
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name = "Ian's bed"
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desc = "Ian's bed! Looks comfy."
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anchored = TRUE
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/obj/structure/bed/dogbed/renault
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desc = "Renault's bed! Looks comfy. A foxy person needs a foxy pet."
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name = "Renault's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/runtime
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desc = "A comfy-looking cat bed. You can even strap your pet in, in case the gravity turns off."
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name = "Runtime's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/brad
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name = "Brad's bed"
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desc = "Brad's bed! Why does a cockroach get this amount of love?"
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anchored = TRUE
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