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da1ebd039d
* Holy fuck there's so much shit I'm not even done * oh god there's so many * it is done * Update autolathe_designs.dm * Update circuitboard.dm
348 lines
9.1 KiB
Plaintext
348 lines
9.1 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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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_NOTICE("Click dragging someone to a bed will buckle them in. Functions just like a chair except you can walk over them.")
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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_WARNING("You can't figure out how to deconstruct [src]!"))
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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.drop_item_to_ground(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_DANGER("[attacker] puts [target] to bed!"),
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SPAN_USERDANGER("[attacker] shoves you under the covers, and you're out like a light!"),
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SPAN_NOTICE("You hear someone getting into bed.")
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)
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if(sleep_ratio > 1)
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target.visible_message(
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SPAN_NOTICE("[target] seems especially cozy...[target.p_they()] probably won't be up for a while."),
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SPAN_NOTICE("You feel so cozy, you could probably stay here for a while...")
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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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/obj/structure/bed/wood
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name = "wooden slab"
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desc = "It looks even less comfortable than the floor it's built on..."
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icon_state = "bed_wood"
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buildstacktype = /obj/item/stack/sheet/wood
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buildstackamount = 5
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/obj/structure/bed/dirty
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name = "dirty mattress"
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desc = "An old, filthy mattress covered in strange and unidentifiable stains. It looks quite uncomfortable."
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icon_state = "dirty_mattress"
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comfort = 0.5
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buildstackamount = 5
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/obj/structure/bed/dirty/double
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name = "large dirty mattress"
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desc = "An old, filthy king-sized mattress covered in strange and unidentifiable stains. It looks quite uncomfortable."
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icon_state = "dirty_mattress_large"
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buildstackamount = 10
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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/item_interaction(mob/living/user, obj/item/W, list/modifiers)
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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_NOTICE("[user] unbuckles all creatures from [src]."))
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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_NOTICE("[user] collapses \the [name]."), SPAN_NOTICE("You collapse \the [name]."))
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new folded(get_turf(src))
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qdel(src)
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return ITEM_INTERACT_COMPLETE
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else
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return ..()
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/obj/structure/bed/roller/Move(NewLoc, direct)
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. = ..()
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if(!.)
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return
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playsound(loc, pick('sound/items/cartwheel1.ogg', 'sound/items/cartwheel2.ogg'), 75, TRUE, ignore_walls = FALSE)
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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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materials = list(MAT_METAL = 5000)
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new_attack_chain = TRUE
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var/extended = /obj/structure/bed/roller
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/obj/item/roller/activate_self(mob/user)
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if(..())
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return
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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/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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if(!isturf(target))
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return ..()
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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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return ITEM_INTERACT_COMPLETE
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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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materials = list(MAT_METAL = 1000, MAT_SILVER = 500, MAT_GLASS = 500, MAT_DIAMOND = 200)
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extended = /obj/structure/bed/roller/holo
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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_NOTICE("[usr] collapses \the [name]."), SPAN_NOTICE("You collapse \the [name]."))
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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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new_attack_chain = TRUE
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var/obj/item/roller/held
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var/obj/carry_holo = FALSE
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/obj/item/roller_holder/Initialize(mapload)
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. = ..()
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create_roller()
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/obj/item/roller_holder/proc/create_roller()
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held = new(src)
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/obj/item/roller_holder/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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if(!istype(target, /obj/item/roller))
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return ..()
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if(istype(target, /obj/item/roller/holo) && !carry_holo)
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return ITEM_INTERACT_COMPLETE
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if(held)
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to_chat(user, SPAN_WARNING("[src] is already full!"))
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return ITEM_INTERACT_COMPLETE
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var/obj/item/roller/bed = target
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user.visible_message(
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SPAN_NOTICE("[user] collects [target]."),
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SPAN_NOTICE("You collect [target].")
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)
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bed.forceMove(src)
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held = target
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return ITEM_INTERACT_COMPLETE
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/obj/item/roller_holder/activate_self(mob/user)
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if(..())
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return
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if(!held)
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to_chat(user, SPAN_WARNING("[src] is empty!"))
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return
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to_chat(user, SPAN_NOTICE("You deploy [held]."))
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var/obj/structure/bed/roller/R = new held.extended(user.loc)
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R.add_fingerprint(user)
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QDEL_NULL(held)
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/obj/item/roller_holder/holo
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name = "holo stretcher rack"
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desc = "A rack for carrying an undeployed holo stretcher. It can also support a basic roller bed in a pinch."
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icon_state = "holo_retracted"
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carry_holo = TRUE
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/obj/item/roller_holder/holo/create_roller()
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held = new /obj/item/roller/holo(src)
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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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