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https://github.com/ParadiseSS13/Paradise.git
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All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
268 lines
8.2 KiB
Plaintext
268 lines
8.2 KiB
Plaintext
/obj/item/weapon/secstorage
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name = "secstorage"
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var/obj/screen/storage/boxes = null
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var/obj/screen/close/closer = null
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var/icon_locking = "secureb"
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var/icon_sparking = "securespark"
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var/icon_opened = "secure0"
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var/locked = 1
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var/code = ""
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var/l_code = null
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var/l_set = 0
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var/l_setshort = 0
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var/l_hacking = 0
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var/emagged = 0
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var/open = 0
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var/internalstorage = 3
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w_class = 3.0
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/obj/item/weapon/secstorage/examine()
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set src in oview(1)
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..()
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usr << text("The service panel is [src.open ? "open" : "closed"].")
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return
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/obj/item/weapon/secstorage/proc/return_inv()
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var/list/L = list( )
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L += src.contents
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for(var/obj/item/weapon/secstorage/S in src)
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L += S.return_inv()
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for(var/obj/item/weapon/gift/G in src)
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L += G.gift
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if (istype(G.gift, /obj/item/weapon/secstorage))
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L += G.gift:return_inv()
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return L
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/obj/item/weapon/secstorage/proc/show_to(mob/user as mob)
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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user.client.screen += src.boxes
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user.client.screen += src.closer
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user.client.screen += src.contents
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user.s_active = src
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return
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/obj/item/weapon/secstorage/proc/hide_from(mob/user as mob)
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if(!user.client)
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return
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user.client.screen -= src.boxes
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user.client.screen -= src.closer
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user.client.screen -= src.contents
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return
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/obj/item/weapon/secstorage/proc/close(mob/user as mob)
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src.hide_from(user)
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user.s_active = null
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return
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/obj/item/weapon/secstorage/proc/orient_objs(tx, ty, mx, my)
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var/cx = tx
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var/cy = ty
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src.boxes.screen_loc = "[tx],[ty] to [mx],[my]"
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for(var/obj/O in src.contents)
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O.screen_loc = "[cx],[cy]"
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O.layer = 20
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cx++
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if (cx > mx)
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cx = tx
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cy--
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//Foreach goto(56)
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src.closer.screen_loc = "[mx],[my]"
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return
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//This proc draws out the inventory and places the items on it. It uses the standard position.
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/obj/item/weapon/secstorage/proc/standard_orient_objs()
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var/rows = 0
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var/cols = 6
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var/cx = 4
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var/cy = 2+rows
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src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
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for(var/obj/O in src.contents)
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O.screen_loc = "[cx]:16,[cy]:16"
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O.layer = 20
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cx++
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if (cx > (4+cols))
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cx = 4
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cy--
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src.closer.screen_loc = "11:16,2:16"
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return
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/obj/item/weapon/secstorage/proc/orient2hud(mob/user as mob)
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standard_orient_objs()
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return
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/obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (src.locked == 1) && (!src.emagged))
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emagged = 1
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src.overlays += image('icons/obj/storage.dmi', icon_sparking)
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sleep(6)
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src.overlays = null
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overlays += image('icons/obj/storage.dmi', icon_locking)
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locked = 0
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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user << "You slice through the lock on [src]."
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else
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user << "You short out the lock on [src]."
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return
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if ((W.w_class > internalstorage || istype(W, /obj/item/weapon/secstorage)))
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return
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if ((istype(W, /obj/item/weapon/screwdriver)) && (src.locked == 1))
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sleep(6)
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src.open =! src.open
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user.show_message(text("\blue You [] the service panel.", (src.open ? "open" : "close")))
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return
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if ((istype(W, /obj/item/device/multitool)) && (src.open == 1) && (src.locked ==1) && (!src.l_hacking))
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user.show_message(text("\red Now attempting to reset internal memory, please hold."), 1)
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src.l_hacking = 1
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if (do_after(usr, 100))
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if (prob(40))
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src.l_setshort = 1
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src.l_set = 0
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user.show_message(text("\red Internal memory reset. Please give it a few seconds to reinitialize."), 1)
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sleep(80)
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src.l_setshort = 0
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src.l_hacking = 0
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else
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user.show_message(text("\red Unable to reset internal memory."), 1)
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src.l_hacking = 0
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else src.l_hacking = 0
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return
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if (src.contents.len >= 7)
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return
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if (src.locked == 1)
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return
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user.u_equip(W)
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W.loc = src
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if ((user.client && user.s_active != src))
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user.client.screen -= W
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src.orient2hud(user)
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W.dropped(user)
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add_fingerprint(user)
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//if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\blue [] has added [] to []!", user, W, src), 1)
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//Foreach goto(139)
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return
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/obj/item/weapon/secstorage/dropped(mob/user as mob)
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standard_orient_objs()
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return
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/obj/item/weapon/secstorage/MouseDrop(over_object, src_location, over_location)
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..()
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if (src.locked == 1)
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return
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orient2hud(usr)
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if ((over_object == usr && ((get_dist(src, usr) <= 1 ||src.locked == 0) || usr.contents.Find(src)))) //|| usr.telekinesis == 1
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if (usr.s_active)
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usr.s_active.close(usr)
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src.show_to(usr)
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return
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/obj/item/weapon/secstorage/attack_paw(mob/user as mob)
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playsound(src.loc, "rustle", 50, 1, -5)
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return src.attack_hand(user)
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return
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/obj/item/weapon/secstorage/attack_hand(mob/user as mob)
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if ((src.loc == user) && (src.locked == 1))
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usr << "\red [src] is locked and cannot be opened!"
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else if ((src.loc == user) && (!src.locked))
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playsound(src.loc, "rustle", 50, 1, -5)
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if (user.s_active == src)
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user.s_active.close(user) //Close and re-open
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src.show_to(user)
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else
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user.s_active.close(user) //Just close
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else
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..()
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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src.orient2hud(user)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/secstorage/attack_self(mob/user as mob)
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user.machine = src
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var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
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var/message = "Code"
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if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
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dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
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if (src.emagged)
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dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
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if (src.l_setshort)
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dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
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message = text("[]", src.code)
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if (!src.locked)
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message = "*****"
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dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
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user << browse(dat, "window=caselock;size=300x280")
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/obj/item/weapon/secstorage/Topic(href, href_list)
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..()
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if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
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return
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if (href_list["type"])
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if (href_list["type"] == "E")
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if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
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src.l_code = src.code
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src.l_set = 1
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else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
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src.locked = 0
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src.overlays = null
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overlays += image('icons/obj/storage.dmi', icon_opened)
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src.code = null
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else
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src.code = "ERROR"
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else
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if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
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src.locked = 1
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src.overlays = null
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src.code = null
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src.close(usr)
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else
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src.code += text("[]", href_list["type"])
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if (length(src.code) > 5)
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src.code = "ERROR"
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src.add_fingerprint(usr)
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for(var/mob/M in viewers(1, src.loc))
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if ((M.client && M.machine == src))
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src.attack_self(M)
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return
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return
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/obj/item/weapon/secstorage/New()
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src.boxes = new /obj/screen/storage( )
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src.boxes.name = "storage"
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src.boxes.master = src
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src.boxes.icon_state = "block"
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src.boxes.screen_loc = "7,7 to 10,8"
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src.boxes.layer = 19
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src.closer = new /obj/screen/close( )
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src.closer.master = src
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src.closer.icon_state = "x"
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src.closer.layer = 20
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spawn( 5 )
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standard_orient_objs()
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return
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return
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