mirror of
https://github.com/ParadiseSS13/Paradise.git
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356 lines
13 KiB
Plaintext
356 lines
13 KiB
Plaintext
/obj/structure/reagent_dispensers
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name = "Dispenser"
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desc = "..."
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icon = 'icons/obj/objects.dmi'
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icon_state = "water"
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density = TRUE
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pressure_resistance = 2*ONE_ATMOSPHERE
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container_type = DRAINABLE | AMOUNT_VISIBLE
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cares_about_temperature = TRUE
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/// How much this dispenser can hold (In units)
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var/tank_volume = 1000
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/// The ID of the reagent that the dispenser uses
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var/reagent_id = "water"
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/// The last person to rig this fuel tank - Stored with the object. Only the last person matters for investigation
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var/lastrigger = ""
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/// Can this tank be unwrenched
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var/can_be_unwrenched = TRUE
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/// If the dispenser is being blown up already. Used to avoid multiple boom calls due to itself exploding etc
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var/went_boom = FALSE
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/obj/structure/reagent_dispensers/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(. && obj_integrity > 0)
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if(tank_volume && (damage_flag == BULLET || damage_flag == LASER))
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boom(FALSE, TRUE)
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/obj/structure/reagent_dispensers/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(I.is_refillable())
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return FALSE //so we can refill them via their afterattack.
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return ..()
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/obj/structure/reagent_dispensers/Initialize(mapload)
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. = ..()
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create_reagents(tank_volume)
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reagents.add_reagent(reagent_id, tank_volume)
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update_icon(UPDATE_OVERLAYS)
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/obj/structure/reagent_dispensers/wrench_act(mob/user, obj/item/I)
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if(!can_be_unwrenched)
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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default_unfasten_wrench(user, I)
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update_icon(UPDATE_OVERLAYS)
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/obj/structure/reagent_dispensers/examine(mob/user)
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. = ..()
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if(can_be_unwrenched)
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. += "<span class='notice'>The wheels look like they can be <b>[anchored ? "unlocked" : "locked in place"]</b> with a <b>wrench</b>."
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/obj/structure/reagent_dispensers/temperature_expose(exposed_temperature, exposed_volume)
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..()
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if(reagents)
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for(var/i in 1 to 8)
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if(reagents)
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reagents.temperature_reagents(exposed_temperature)
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/obj/structure/reagent_dispensers/proc/boom(rigtrigger = FALSE, log_attack = FALSE)
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if(went_boom)
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return
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went_boom = TRUE
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do_boom(rigtrigger, log_attack)
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/obj/structure/reagent_dispensers/proc/do_boom(rigtrigger = FALSE, log_attack = FALSE)
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visible_message("<span class='danger'>[src] ruptures!</span>")
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chem_splash(loc, 5, list(reagents))
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qdel(src)
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/obj/structure/reagent_dispensers/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(!disassembled)
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boom(FALSE, TRUE)
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else
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qdel(src)
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/obj/structure/reagent_dispensers/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'), 100, TRUE, ignore_walls = FALSE)
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//Dispensers
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/obj/structure/reagent_dispensers/watertank
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name = "water tank"
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desc = "A water tank."
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/obj/structure/reagent_dispensers/watertank/high
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name = "high-capacity water tank"
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desc = "A highly-pressurized water tank made to hold gargantuan amounts of water.."
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icon_state = "water_high" //I was gonna clean my room...
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tank_volume = 100000
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/obj/structure/reagent_dispensers/watertank/firetank
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name = "firefighting foam tank"
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desc = "A firefighting foam tank."
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icon_state = "firetank"
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reagent_id = "firefighting_foam"
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tank_volume = 8000
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/obj/structure/reagent_dispensers/oil
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name = "oil tank"
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desc = "A tank of oil, commonly used to by robotics to fix leaking IPCs or just to loosen up those rusted underused parts."
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icon_state = "oil"
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reagent_id = "oil"
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tank_volume = 3000
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/obj/structure/reagent_dispensers/fueltank
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name = "fuel tank"
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desc = "A tank full of industrial welding fuel. Do not consume."
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icon_state = "fuel"
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reagent_id = "fuel"
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tank_volume = 4000
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anchored = TRUE
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var/obj/item/assembly_holder/rig = null
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var/accepts_rig = 1
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/obj/structure/reagent_dispensers/fueltank/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/reagent_dispensers/fueltank/Destroy()
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QDEL_NULL(rig)
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return ..()
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/obj/structure/reagent_dispensers/fueltank/bullet_act(obj/item/projectile/P)
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var/will_explode = !QDELETED(src) && !P.nodamage && (P.damage_type == BURN || P.damage_type == BRUTE)
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if(will_explode) // Log here while you have the information needed
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add_attack_logs(P.firer, src, "shot with [P.name]", ATKLOG_FEW)
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log_game("[key_name(P.firer)] triggered a fueltank explosion with [P.name] at [COORD(loc)]")
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investigate_log("[key_name(P.firer)] triggered a fueltank explosion with [P.name] at [COORD(loc)]", INVESTIGATE_BOMB)
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..()
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/obj/structure/reagent_dispensers/fueltank/do_boom(rigtrigger = FALSE, log_attack = FALSE) // Prevent case where someone who rigged the tank is blamed for the explosion when the rig isn't what triggered the explosion
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if(rigtrigger) // If the explosion is triggered by an assembly holder
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log_game("A fueltank, last rigged by [lastrigger], triggered at [COORD(loc)]")
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add_attack_logs(lastrigger, src, "rigged fuel tank exploded", ATKLOG_FEW)
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investigate_log("A fueltank, last rigged by [lastrigger], triggered at [COORD(loc)]", INVESTIGATE_BOMB)
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if(log_attack)
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add_attack_logs(usr, src, "blew up", ATKLOG_FEW)
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if(reagents)
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reagents.set_reagent_temp(1000) //uh-oh
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qdel(src)
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/obj/structure/reagent_dispensers/fueltank/blob_act(obj/structure/blob/B)
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boom()
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/obj/structure/reagent_dispensers/fueltank/ex_act()
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boom()
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/obj/structure/reagent_dispensers/fueltank/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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..()
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boom()
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/obj/structure/reagent_dispensers/fueltank/zap_act(power, zap_flags)
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. = ..() //extend the zap
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if(ZAP_OBJ_DAMAGE & zap_flags)
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boom()
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/obj/structure/reagent_dispensers/fueltank/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2 && rig)
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. += "<span class='notice'>There is some kind of device rigged to the tank.</span>"
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/obj/structure/reagent_dispensers/fueltank/attack_hand()
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if(rig)
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usr.visible_message("<span class='notice'>[usr] begins to detach [rig] from [src].</span>", "<span class='notice'>You begin to detach [rig] from [src].</span>")
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if(do_after(usr, 20, target = src))
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usr.visible_message("<span class='notice'>[usr] detaches [rig] from [src].</span>", "<span class='notice'>You detach [rig] from [src].</span>")
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rig.forceMove(get_turf(usr))
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rig = null
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lastrigger = null
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overlays.Cut()
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/obj/structure/reagent_dispensers/fueltank/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/assembly_holder) && accepts_rig)
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if(rig)
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to_chat(user, "<span class='warning'>There is another device in the way.</span>")
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return ..()
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user.visible_message("[user] begins rigging [I] to [src].", "You begin rigging [I] to [src]")
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if(do_after(user, 20, target = src))
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user.visible_message("<span class='notice'>[user] rigs [I] to [src].</span>", "<span class='notice'>You rig [I] to [src].</span>")
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var/obj/item/assembly_holder/H = I
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if(istype(H.a_left, /obj/item/assembly/igniter) || istype(H.a_right, /obj/item/assembly/igniter))
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log_game("[key_name(user)] rigged [src.name] with [I.name] for explosion at [COORD(loc)]")
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add_attack_logs(user, src, "rigged fuel tank with [I.name] for explosion", ATKLOG_FEW)
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investigate_log("[key_name(user)] rigged [src.name] with [I.name] for explosion at [COORD(loc)]", INVESTIGATE_BOMB)
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lastrigger = "[key_name(user)]"
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rig = H
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user.drop_item()
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H.forceMove(src)
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var/icon/test = getFlatIcon(H)
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test.Shift(NORTH, 1)
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test.Shift(EAST, 6)
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overlays += test
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else
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return ..()
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/obj/structure/reagent_dispensers/fueltank/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!reagents.has_reagent("fuel"))
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to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
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return
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if(I.tool_enabled && I.use_tool(src, user, volume = I.tool_volume)) //check it's enabled first to prevent duplicate messages when refuelling
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user.visible_message("<span class='danger'>[user] catastrophically fails at refilling [user.p_their()] [I]!</span>", "<span class='userdanger'>That was stupid of you.</span>")
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message_admins("[key_name_admin(user)] triggered a fueltank explosion at [COORD(loc)]")
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log_game("[key_name(user)] triggered a fueltank explosion at [COORD(loc)]")
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add_attack_logs(user, src, "hit with lit welder")
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investigate_log("[key_name(user)] triggered a fueltank explosion at [COORD(loc)]", INVESTIGATE_BOMB)
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boom()
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else
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I.refill(user, src, reagents.get_reagent_amount("fuel")) //Try dump all fuel into the welder
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/obj/structure/reagent_dispensers/fueltank/Move()
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..()
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if(rig)
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rig.process_movement()
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/obj/structure/reagent_dispensers/fueltank/HasProximity(atom/movable/AM)
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if(rig)
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rig.HasProximity(AM)
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/obj/structure/reagent_dispensers/fueltank/proc/on_atom_entered(datum/source, atom/movable/entered)
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if(rig)
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rig.on_atom_entered(source, entered)
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/obj/structure/reagent_dispensers/fueltank/hear_talk(mob/living/M, list/message_pieces)
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if(rig)
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rig.hear_talk(M, message_pieces)
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/obj/structure/reagent_dispensers/fueltank/hear_message(mob/living/M, msg)
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if(rig)
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rig.hear_message(M, msg)
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/obj/structure/reagent_dispensers/fueltank/Bump()
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..()
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if(rig)
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rig.process_movement()
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/obj/structure/reagent_dispensers/peppertank
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name = "pepper spray refiller"
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desc = "Contains condensed capsaicin for use in law \"enforcement.\""
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icon_state = "pepper"
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density = FALSE
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can_be_unwrenched = FALSE
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anchored = TRUE
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reagent_id = "condensedcapsaicin"
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/obj/structure/reagent_dispensers/water_cooler
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name = "liquid cooler"
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desc = "A machine that dispenses liquid to drink."
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icon = 'icons/obj/vending.dmi'
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icon_state = "water_cooler"
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tank_volume = 500
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anchored = TRUE
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var/paper_cups = 25 //Paper cups left from the cooler
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/obj/structure/reagent_dispensers/water_cooler/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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. += "There are [paper_cups ? paper_cups : "no"] paper cups left."
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/obj/structure/reagent_dispensers/water_cooler/attack_hand(mob/living/user)
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if(!paper_cups)
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to_chat(user, "<span class='warning'>There aren't any cups left!</span>")
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return
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user.visible_message("<span class='notice'>[user] takes a cup from [src].</span>", "<span class='notice'>You take a paper cup from [src].</span>")
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var/obj/item/reagent_containers/drinks/sillycup/S = new(get_turf(src))
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user.put_in_hands(S)
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paper_cups--
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/obj/structure/reagent_dispensers/beerkeg
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name = "beer keg"
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desc = "Beer is liquid bread, it's good for you..."
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icon_state = "beer"
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reagent_id = "beer"
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/obj/structure/reagent_dispensers/beerkeg/blob_act(obj/structure/blob/B)
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explosion(loc, 0, 3, 5, 7, 10, cause = "Blob caused [src] to explode.")
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if(!QDELETED(src))
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qdel(src)
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/obj/structure/reagent_dispensers/beerkeg/nuke
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name = "Nanotrasen-brand nuclear fission explosive"
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desc = "One of the more successful achievements of the Nanotrasen Corporate Warfare Division, their nuclear fission explosives are renowned for being cheap \
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to produce and devestatingly effective. Signs explain that though this is just a model, every Nanotrasen station is equipped with one, just in case. \
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All Captains carefully guard the disk needed to detonate them - at least, the sign says they do. There seems to be a tap on the back."
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icon = 'icons/obj/nuclearbomb.dmi'
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icon_state = "nuclearbomb0"
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anchored = TRUE
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/// If TRUE, prevents the player from inserting the disk again while it is currently exploding.
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var/exploding = FALSE
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/obj/structure/reagent_dispensers/beerkeg/nuke/attackby__legacy__attackchain(obj/item/O, mob/user, params)
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. = ..()
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if(exploding)
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return
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if(!istype(O, /obj/item/disk/nuclear))
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return
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user.visible_message(
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"<span class='danger'>[user] inserts [O] into [src] and it begins making a loud beeping noise! Uh-oh!</span>",
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"<span class='danger'>You prime [src] with [O] and it begins making a loud beeping noise! Better run!</span>")
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playsound(src, 'sound/machines/alarm.ogg', 100, FALSE, 0)
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exploding = TRUE
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addtimer(CALLBACK(src, PROC_REF(explode)), 13 SECONDS)
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/obj/structure/reagent_dispensers/beerkeg/nuke/proc/explode()
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var/datum/reagents/R = new(100)
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R.my_atom = src
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R.add_reagent("beer", 100)
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var/datum/effect_system/smoke_spread/chem/smoke = new
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smoke.set_up(R, src, TRUE)
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, TRUE, -3)
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smoke.start(3)
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qdel(R)
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qdel(src)
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/obj/structure/reagent_dispensers/beerkeg/nuke/update_overlays()
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. = ..()
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if(anchored)
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. += "nukebolts"
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/obj/structure/reagent_dispensers/virusfood
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name = "virus food dispenser"
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desc = "A dispenser of low-potency virus mutagenic."
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icon_state = "virus_food"
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can_be_unwrenched = FALSE
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anchored = TRUE
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density = FALSE
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reagent_id = "virusfood"
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/obj/structure/reagent_dispensers/spacecleanertank
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name = "space cleaner refiller"
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desc = "Refills space cleaner bottles."
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icon_state = "cleaner"
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can_be_unwrenched = FALSE
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anchored = TRUE
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density = FALSE
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tank_volume = 5000
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reagent_id = "cleaner"
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/obj/structure/reagent_dispensers/fueltank/chem
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icon_state = "fuel_chem"
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can_be_unwrenched = FALSE
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density = FALSE
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accepts_rig = FALSE
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tank_volume = 1000
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