mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 10:41:42 +00:00
Fixed an error in door_assembly.dm regarding glass doors not getting sprites. Cleaned up astroid floor code. -Bombing astroid floors (sand) will now 'dig' up sand. TK users no longer get shocked while bashing grilles using TK. - Range check on grille shocking. Fixes Issue 419. Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471. Bombs now affect people inside lockers. Fixes issue 208. - Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection. Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
230 lines
5.8 KiB
Plaintext
230 lines
5.8 KiB
Plaintext
/obj/structure/closet/alter_health()
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return get_turf(src)
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/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0 || wall_mounted)) return 1
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return (!density)
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/obj/structure/closet/proc/can_open()
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if(src.welded)
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return 0
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return 1
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/obj/structure/closet/proc/can_close()
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for(var/obj/structure/closet/closet in get_turf(src))
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if(closet != src)
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return 0
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return 1
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/obj/structure/closet/proc/dump_contents()
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for(var/obj/item/I in src)
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I.loc = src.loc
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for(var/mob/M in src)
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M.loc = src.loc
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if(M.client)
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M.client.eye = M.client.mob
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M.client.perspective = MOB_PERSPECTIVE
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/obj/structure/closet/proc/open()
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if(src.opened)
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return 0
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if(!src.can_open())
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return 0
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src.dump_contents()
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src.icon_state = src.icon_opened
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src.opened = 1
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if(istype(src, /obj/structure/closet/body_bag))
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playsound(src.loc, 'zip.ogg', 15, 1, -3)
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else
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playsound(src.loc, 'click.ogg', 15, 1, -3)
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density = 0
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return 1
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/obj/structure/closet/proc/close()
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if(!src.opened)
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return 0
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if(!src.can_close())
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return 0
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for(var/obj/item/I in src.loc)
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if(!I.anchored)
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I.loc = src
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for(var/mob/M in src.loc)
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if(istype (M, /mob/dead/observer))
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continue
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if(M.buckled)
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continue
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if(M.client)
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M.client.perspective = EYE_PERSPECTIVE
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M.client.eye = src
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M.loc = src
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src.icon_state = src.icon_closed
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src.opened = 0
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if(istype(src, /obj/structure/closet/body_bag))
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playsound(src.loc, 'zip.ogg', 15, 1, -3)
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else
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playsound(src.loc, 'click.ogg', 15, 1, -3)
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density = 1
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return 1
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/obj/structure/closet/proc/toggle()
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if(src.opened)
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return src.close()
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return src.open()
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// this should probably use dump_contents()
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/obj/structure/closet/ex_act(severity)
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switch(severity)
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.loc = src.loc
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A.ex_act(severity++)
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del(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.ex_act(severity++)
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del(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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A.ex_act(severity++)
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del(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <= 0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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return
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// this should probably use dump_contents()
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/obj/structure/closet/blob_act()
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if(prob(75))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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/obj/structure/closet/meteorhit(obj/O as obj)
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if(O.icon_state == "flaming")
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for(var/mob/M in src)
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M.meteorhit(O)
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src.dump_contents()
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del(src)
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/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(src.opened)
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if(istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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new /obj/item/stack/sheet/metal(src.loc)
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for(var/mob/M in viewers(src))
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M.show_message("\red [src] has been cut apart by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
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del(src)
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return
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if(isrobot(user))
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return
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usr.drop_item()
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if(W)
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W.loc = src.loc
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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src.welded =! src.welded
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for(var/mob/M in viewers(src))
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M.show_message("\red [src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "\red You hear welding.", 2)
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else
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src.attack_hand(user)
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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if(istype(O, /obj/screen) || istype(O, /obj/hud)) //fix for HUD elements making their way into the world -Pete
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return
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if(O.loc == user)
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return
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if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
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return
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if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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return
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if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
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return
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if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
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return
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if(!src.opened)
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return
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if(istype(O, /obj/structure/closet))
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return
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step_towards(O, src.loc)
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if(user != O)
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user.show_viewers("\red [user] stuffs [O] into [src]!")
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src.add_fingerprint(user)
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return
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/obj/structure/closet/relaymove(mob/user as mob)
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if(user.stat)
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return
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if(!src.open())
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user << "\blue It won't budge!"
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if(!lastbang)
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lastbang = 1
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for (var/mob/M in hearers(src, null))
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M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
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spawn(30)
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lastbang = 0
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/obj/structure/closet/Move()
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..()
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for(var/mob/M in contents)
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for(var/obj/effect/speech_bubble/B in range(1, src))
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if(B.parent == M)
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B.loc = loc
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/obj/structure/closet/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if(!src.toggle())
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usr << "\blue It won't budge!"
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/obj/structure/closet/verb/verb_toggleopen()
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set src in oview(1)
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set category = "Object"
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set name = "Toggle Open"
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if(!usr.canmove || usr.stat || usr.restrained())
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return
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if(ishuman(usr))
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src.attack_hand(usr)
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else
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usr << "\red This mob type can't use this verb."
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