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* Fixes #8954 * projectile reagetns * removes all attack logs on keyless simple_animals even by keyed mobs * deletes 'potentially' * Tiger request * more comprehensive solution * check for mob * istype * brevity * Split attack logs preference * toggle * deletes old CHAT_ATTACKLOGS * explains what levels do when toggling them * clarification * Tigercat requests
296 lines
11 KiB
Plaintext
296 lines
11 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 = "watertank"
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density = 1
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anchored = 0
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pressure_resistance = 2*ONE_ATMOSPHERE
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var/tank_volume = 1000 //In units, how much the dispenser can hold
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var/reagent_id = "water" //The ID of the reagent that the dispenser uses
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var/lastrigger = "" // The last person to rig this fuel tank - Stored with the object. Only the last person matter for investigation
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/obj/structure/reagent_dispensers/attackby(obj/item/W, mob/user, params)
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return
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/obj/structure/reagent_dispensers/New()
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create_reagents(tank_volume)
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reagents.add_reagent(reagent_id, tank_volume)
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..()
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/obj/structure/reagent_dispensers/examine(mob/user)
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if(!..(user, 2))
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return
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if(reagents.total_volume)
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to_chat(user, "<span class='notice'>It has [reagents.total_volume] units left.</span>")
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else
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to_chat(user, "<span class='danger'>It's empty.</span>")
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/obj/structure/reagent_dispensers/proc/boom()
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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/ex_act(severity)
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switch(severity)
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if(1)
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boom()
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if(2)
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if(prob(50))
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boom()
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if(3)
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if(prob(5))
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boom()
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/obj/structure/reagent_dispensers/blob_act()
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if(prob(50))
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boom()
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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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icon_state = "water"
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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/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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var/obj/item/assembly_holder/rig = null
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var/accepts_rig = 1
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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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..()
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if(!QDELETED(src)) //wasn't deleted by the projectile's effects.
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if(!P.nodamage && ((P.damage_type == BURN) || (P.damage_type == BRUTE)))
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message_admins("[key_name_admin(P.firer)] triggered a fueltank explosion with [P.name] at [COORD(loc)] ")
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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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boom()
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/obj/structure/reagent_dispensers/fueltank/boom(var/rigtrigger = 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 == TRUE) // If the explosion is triggered by an assembly holder
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message_admins("A fueltank, last rigged by [lastrigger], exploded at [COORD(loc)]") // Then admin is informed of the last person who rigged the fuel tank
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log_game("A fueltank, last rigged by [lastrigger], exploded at [COORD(loc)]")
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investigate_log("A fueltank, last rigged by [lastrigger], exploded at [COORD(loc)]", INVESTIGATE_BOMB)
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explosion(loc, 0, 1, 5, 7, 10, flame_range = 5)
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qdel(src)
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/obj/structure/reagent_dispensers/fueltank/blob_act()
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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()
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boom()
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/obj/structure/reagent_dispensers/fueltank/tesla_act()
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..() //extend the zap
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boom()
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/obj/structure/reagent_dispensers/fueltank/examine(mob/user)
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if(!..(user, 2))
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return
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if(rig)
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to_chat(usr, "<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(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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msg_admin_attack("[key_name_admin(user)] rigged [src.name] with [I.name] for explosion (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)", ATKLOG_FEW)
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log_game("[key_name(user)] rigged [src.name] with [I.name] for explosion at [COORD(loc)]")
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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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if(istype(I, /obj/item/weldingtool))
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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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var/obj/item/weldingtool/W = I
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if(!W.welding)
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if(W.reagents.has_reagent("fuel", W.max_fuel))
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to_chat(user, "<span class='warning'>Your [W] is already full!</span>")
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return
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reagents.trans_to(W, W.max_fuel)
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user.visible_message("<span class='notice'>[user] refills [user.p_their()] [W].</span>", "<span class='notice'>You refill [W].</span>")
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playsound(src, 'sound/effects/refill.ogg', 50, 1)
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W.update_icon()
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else
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user.visible_message("<span class='warning'>[user] catastrophically fails at refilling [user.p_their()] [W]!</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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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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..()
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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/Crossed(atom/movable/AM)
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if(rig)
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rig.Crossed(AM)
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/obj/structure/reagent_dispensers/fueltank/hear_talk(mob/living/M, msg)
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if(rig)
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rig.hear_talk(M, msg)
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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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anchored = 1
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density = 0
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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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anchored = 1
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tank_volume = 500
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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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if(!..(user, 2))
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return
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to_chat(user, "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/food/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/water_cooler/attackby(obj/item/W, mob/living/user, params)
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add_fingerprint(user)
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user.changeNext_move(CLICK_CD_MELEE)
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if(iswrench(W))
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if(anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] starts loosening [src]'s floor casters.", \
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"<span class='notice'>You start loosening [src]'s floor casters...</span>")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!loc || !anchored)
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return
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user.visible_message("[user] loosened [src]'s floor casters.", \
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"<span class='notice'>You loosen [src]'s floor casters.</span>")
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anchored = 0
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else
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if(!isfloorturf(loc))
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user.visible_message("<span class='warning'>A floor must be present to secure [src]!</span>")
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] start securing [src]'s floor casters...", \
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"<span class='notice'>You start securing [src]'s floor casters...</span>")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!loc || anchored)
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return
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user.visible_message("[user] has secured [src]'s floor casters.", \
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"<span class='notice'>You have secured [src]'s floor casters.</span>")
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anchored = 1
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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()
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explosion(loc, 0, 3, 5, 7, 10)
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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/stationobjs.dmi'
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icon_state = "nuclearbomb0"
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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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anchored = 1
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density = 0
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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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anchored = 1
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density = 0
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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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anchored = 1
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density = 0
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accepts_rig = 0
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