mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-11 10:02:24 +00:00
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
194 lines
5.1 KiB
Plaintext
194 lines
5.1 KiB
Plaintext
/obj/structure/stool/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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return
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/obj/structure/stool/blob_act()
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if(prob(75))
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/metal(src.loc)
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del(src)
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/assembly/shock_kit))
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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del(src)
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return
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return
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/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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new /obj/item/stack/sheet/wood(src.loc)
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del(src)
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else
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..()
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/obj/structure/stool/bed/Del()
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unbuckle()
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..()
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return
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/obj/structure/stool/bed/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob = null
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return
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/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
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"You unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] unbuckled himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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unbuckle()
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon/pai) )
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return
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unbuckle()
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You are buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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M.update_canmove()
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src.buckled_mob = M
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src.add_fingerprint(user)
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return
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/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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return
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/obj/structure/stool/bed/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/stool/bed/attack_hand(mob/user as mob)
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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handle_rotation()
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..()
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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if(buckled_mob)
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if(buckled_mob.loc != src.loc)
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buckled_mob.buckled = null //Temporary, so Move() succeeds.
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if(!buckled_mob.Move(loc))
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unbuckle()
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buckled_mob = null
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else
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buckled_mob.buckled = src //Restoring
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if(buckled_mob)
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buckled_mob.dir = dir
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/obj/structure/stool/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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set category = "Object"
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set src in oview(1)
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src.dir = turn(src.dir, 90)
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handle_rotation()
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return
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/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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return
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//roller bed
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/obj/structure/stool/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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/obj/structure/stool/bed/roller/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
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if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(usr, /mob/living/silicon/pai) )
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return
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M.pixel_y = 6
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density = 1
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icon_state = "up"
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..()
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return
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/obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.pixel_y = 0
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.buckled = null
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buckled_mob.update_canmove()
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buckled_mob = null
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density = 0
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icon_state = "down"
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..()
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return
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