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* Part 1
* Testing 1
* Revert "Testing 1"
This reverts commit fc06554b28.
* Part 1.1
* Part 2 - UI Style List
* Preferences lists
* Preferences lists - DONE
* More inputs
* MOOOOOORE
* UI style else
* Last ones
* Double name fix
* Pre-selected Search
* Return Pick Darkness
* Return Pick Darkness
* Missing users
* Some review changes
* Revert MULE lists
* I just hate MERGE CONFLICT label
* List window tweaks
* I think there it is
* why i am stopid
* Update tgui.bundle.js
202 lines
6.8 KiB
Plaintext
202 lines
6.8 KiB
Plaintext
GLOBAL_LIST_EMPTY(total_extraction_beacons)
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/obj/item/extraction_pack
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name = "fulton extraction pack"
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desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_pack"
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w_class = WEIGHT_CLASS_NORMAL
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var/obj/structure/extraction_point/beacon
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var/list/beacon_networks = list("station")
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var/uses_left = 3
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var/can_use_indoors
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var/safe_for_living_creatures = TRUE
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var/max_force_fulton = MOVE_FORCE_STRONG
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/obj/item/extraction_pack/examine(mob/user)
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. = ..()
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. += "It has [uses_left] use\s remaining."
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/obj/item/extraction_pack/attack_self(mob/user)
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var/list/possible_beacons = list()
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for(var/B in GLOB.total_extraction_beacons)
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var/obj/structure/extraction_point/EP = B
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if(EP.beacon_network in beacon_networks)
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possible_beacons += EP
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if(!possible_beacons.len)
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to_chat(user, "There are no extraction beacons in existence!")
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return
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else
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var/A
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A = tgui_input_list(user, "Select a beacon to connect to", "Balloon Extraction Pack", possible_beacons)
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if(!A)
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return
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beacon = A
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to_chat(user, "You link the extraction pack to the beacon system.")
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/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
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. = ..()
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if(!beacon)
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to_chat(user, "<span class='warning'>[src] is not linked to a beacon, and cannot be used!</span>")
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return
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if(!can_use_indoors)
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var/area/area = get_area(A)
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if(!area.outdoors)
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to_chat(user, "<span class='warning'>[src] can only be used on things that are outdoors!</span>")
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return
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if(!flag)
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return
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if(!istype(A))
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return
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else
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if(!safe_for_living_creatures && check_for_living_mobs(A))
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to_chat(user, "<span class='warning'>[src] is not safe for use with living creatures, they wouldn't survive the trip back!</span>")
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return
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if(!isturf(A.loc)) // no extracting stuff inside other stuff
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return
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if(A.anchored || (A.move_resist > max_force_fulton))
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return
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to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
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if(do_after(user, 50, target = A))
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to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
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user.equip_to_slot_if_possible(src, SLOT_HUD_IN_BACKPACK, FALSE, TRUE)
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uses_left--
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if(uses_left <= 0)
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user.drop_item(src)
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forceMove(A)
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var/mutable_appearance/balloon
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var/mutable_appearance/balloon2
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var/mutable_appearance/balloon3
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if(isliving(A))
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var/mob/living/M = A
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M.Weaken(32 SECONDS) // Keep them from moving during the duration of the extraction
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unbuckle_mob(M, force = TRUE) // Unbuckle them to prevent anchoring problems
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else
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A.anchored = TRUE
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A.density = FALSE
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var/obj/effect/extraction_holder/holder_obj = new(A.loc)
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holder_obj.appearance = A.appearance
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A.forceMove(holder_obj)
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balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
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balloon2.pixel_y = 10
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balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.add_overlay(balloon2)
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sleep(4)
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balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
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balloon.pixel_y = 10
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balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon2)
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holder_obj.add_overlay(balloon)
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playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', 50, 1, -3)
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animate(holder_obj, pixel_z = 10, time = 20)
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sleep(20)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', 50, 1, -3)
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animate(holder_obj, pixel_z = 1000, time = 30)
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if(ishuman(A))
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var/mob/living/carbon/human/L = A
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L.SetParalysis(0)
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L.SetDrowsy(0)
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L.SetSleeping(0)
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sleep(30)
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var/list/flooring_near_beacon = list()
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for(var/turf/floor in orange(1, beacon))
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if(floor.density)
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continue
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flooring_near_beacon += floor
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if(!length(flooring_near_beacon))
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to_chat(user, "<span class='notice'>Your fulton pack slowly brings you back down, it seems that the linked beacon has stopped functioning!</span>")
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flooring_near_beacon = get_turf(user)
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holder_obj.forceMove(pick(flooring_near_beacon))
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animate(holder_obj, pixel_z = 10, time = 50)
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sleep(50)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
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balloon3.pixel_y = 10
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balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon)
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holder_obj.add_overlay(balloon3)
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sleep(4)
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holder_obj.cut_overlay(balloon3)
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A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
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A.density = initial(A.density)
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animate(holder_obj, pixel_z = 0, time = 5)
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sleep(5)
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A.forceMove(holder_obj.loc)
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qdel(holder_obj)
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if(uses_left <= 0)
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qdel(src)
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/obj/item/fulton_core
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name = "extraction beacon assembly kit"
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desc = "When built, emits a signal which fulton recovery devices can lock onto. Activate in hand to unfold into a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "folded_extraction"
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/obj/item/fulton_core/attack_self(mob/user)
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if(do_after(user, 15, target = user) && !QDELETED(src))
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new /obj/structure/extraction_point(get_turf(user))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
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qdel(src)
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/obj/structure/extraction_point
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name = "fulton recovery beacon"
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desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_point"
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anchored = TRUE
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density = FALSE
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var/beacon_network = "station"
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/obj/structure/extraction_point/Initialize(mapload)
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. = ..()
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name += " ([rand(100,999)]) ([get_location_name(src)])"
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GLOB.total_extraction_beacons += src
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update_icon(UPDATE_OVERLAYS)
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/obj/structure/extraction_point/Destroy()
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GLOB.total_extraction_beacons -= src
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return ..()
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/obj/effect/extraction_holder
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name = "extraction holder"
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desc = "you shouldnt see this"
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var/atom/movable/stored_obj
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/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return TRUE
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for(var/thing in A.GetAllContents())
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return TRUE
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return FALSE
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/obj/structure/extraction_point/update_overlays()
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. = ..()
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underlays += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
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/obj/effect/extraction_holder/singularity_act()
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return
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/obj/effect/extraction_holder/singularity_pull()
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return
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