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https://github.com/ParadiseSS13/Paradise.git
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#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob. #Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container. #Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI). #Traitor code words will now use the crew roster for name generation 70% of the time. #Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it. #Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game. #Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs. #Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
253 lines
7.4 KiB
Plaintext
253 lines
7.4 KiB
Plaintext
/obj/item/robot_parts
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name = "robot parts"
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icon = 'robot_parts.dmi'
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item_state = "buildpipe"
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icon_state = "blank"
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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var/construction_time = 100
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var/list/construction_cost = list("metal"=20000,"glass"=5000)
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/obj/item/robot_parts/l_arm
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name = "Cyborg Left Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/r_arm
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name = "Cyborg Right Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/l_leg
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name = "Cyborg Left Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/r_leg
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name = "Cyborg Right Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/chest
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name = "Cyborg Torso"
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desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
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icon_state = "chest"
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construction_time = 350
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construction_cost = list("metal"=40000)
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var/wires = 0.0
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var/obj/item/weapon/cell/cell = null
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/obj/item/robot_parts/head
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name = "Cyborg Head"
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desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
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icon_state = "head"
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construction_time = 350
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construction_cost = list("metal"=25000)
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var/obj/item/device/flash/flash1 = null
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var/obj/item/device/flash/flash2 = null
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/obj/item/robot_parts/robot_suit
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name = "Cyborg Endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon_state = "robo_suit"
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construction_time = 500
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construction_cost = list("metal"=50000)
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var/obj/item/robot_parts/l_arm/l_arm = null
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var/obj/item/robot_parts/r_arm/r_arm = null
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var/obj/item/robot_parts/l_leg/l_leg = null
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var/obj/item/robot_parts/r_leg/r_leg = null
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var/obj/item/robot_parts/chest/chest = null
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var/obj/item/robot_parts/head/head = null
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var/created_name = "Cyborg"
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/obj/item/robot_parts/robot_suit/New()
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..()
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src.updateicon()
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/obj/item/robot_parts/robot_suit/proc/updateicon()
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src.overlays = null
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if(src.l_arm)
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src.overlays += "l_arm+o"
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if(src.r_arm)
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src.overlays += "r_arm+o"
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if(src.chest)
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src.overlays += "chest+o"
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if(src.l_leg)
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src.overlays += "l_leg+o"
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if(src.r_leg)
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src.overlays += "r_leg+o"
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if(src.head)
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src.overlays += "head+o"
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/obj/item/robot_parts/robot_suit/proc/check_completion()
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if(src.l_arm && src.r_arm)
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if(src.l_leg && src.r_leg)
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if(src.chest && src.head)
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return 1
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return 0
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/stack/sheet/metal))
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var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
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B.loc = get_turf(src)
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user << "You armed the robot frame"
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W:use(1)
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if (user.get_inactive_hand()==src)
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user.before_take_item(src)
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user.put_in_inactive_hand(B)
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del(src)
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if(istype(W, /obj/item/robot_parts/l_leg))
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user.drop_item()
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W.loc = src
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src.l_leg = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/r_leg))
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user.drop_item()
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W.loc = src
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src.r_leg = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/l_arm))
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user.drop_item()
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W.loc = src
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src.l_arm = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/r_arm))
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user.drop_item()
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W.loc = src
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src.r_arm = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/chest))
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if(W:wires && W:cell)
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user.drop_item()
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W.loc = src
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src.chest = W
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src.updateicon()
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else if(!W:wires)
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user << "\blue You need to attach wires to it first!"
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else
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user << "\blue You need to attach a cell to it first!"
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if(istype(W, /obj/item/robot_parts/head))
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if(W:flash2 && W:flash1)
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user.drop_item()
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W.loc = src
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src.head = W
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src.updateicon()
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else
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user << "\blue You need to attach a flash to it first!"
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if(istype(W, /obj/item/device/mmi))
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var/obj/item/device/mmi/M = W
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if(check_completion())
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if(!istype(loc,/turf))
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user << "\red You can't put the MMI in, the frame has to be standing on the ground to be perfectly precise."
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return
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if(!M.brainmob)
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user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
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return
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if(M.brainmob.stat == 2)
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user << "\red Sticking a dead brain into the frame would sort of defeat the purpose."
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return
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
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if(!O) return
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user.drop_item()
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O.invisibility = 0
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O.name = created_name
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O.real_name = created_name
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if (M.brainmob && M.brainmob.mind)
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M.brainmob.mind.transfer_to(O)
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else
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for(var/mob/dead/observer/G in world)
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if(G.corpse == M.brainmob && G.client && G.corpse.mind)
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G.corpse.mind.transfer_to(O)
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del(G)
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break
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if(O.mind && O.mind.special_role)
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O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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O << "<B>You are playing a Robot. The Robot can interact with most electronic objects in its view point.</B>"
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O << "<B>You must follow the laws that the AI has. You are the AI's assistant to the station basically.</B>"
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O << "To use something, simply double-click it."
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O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."}
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O.job = "Cyborg"
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O.cell = chest.cell
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O.cell.loc = O
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W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
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O.mmi = W
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del(src)
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else
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user << "\blue The MMI must go in after everything else!"
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if (istype(W, /obj/item/weapon/pen))
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var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
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t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
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if (!t)
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return
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if (!in_range(src, usr) && src.loc != usr)
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return
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src.created_name = t
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return
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/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/cell))
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if(src.cell)
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user << "\blue You have already inserted a cell!"
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return
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else
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user.drop_item()
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W.loc = src
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src.cell = W
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user << "\blue You insert the cell!"
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if(istype(W, /obj/item/weapon/cable_coil))
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if(src.wires)
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user << "\blue You have already inserted wire!"
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return
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else
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var/obj/item/weapon/cable_coil/coil = W
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coil.use(1)
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src.wires = 1.0
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user << "\blue You insert the wire!"
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return
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/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/device/flash))
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if(src.flash1 && src.flash2)
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user << "\blue You have already inserted the eyes!"
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return
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else if(src.flash1)
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user.drop_item()
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W.loc = src
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src.flash2 = W
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user << "\blue You insert the flash into the eye socket!"
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else
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user.drop_item()
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W.loc = src
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src.flash1 = W
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user << "\blue You insert the flash into the eye socket!"
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return
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