mirror of
https://github.com/ParadiseSS13/Paradise.git
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228 lines
6.7 KiB
Plaintext
228 lines
6.7 KiB
Plaintext
/obj/item/inflatable
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name = "inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall"
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/inflatable/detailed_examine()
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return "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb."
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/obj/item/inflatable/attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable
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name = "inflatable wall"
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desc = "An inflated membrane. Do not puncture."
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density = TRUE
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anchored = TRUE
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opacity = FALSE
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max_integrity = 50
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "wall"
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var/torn = /obj/item/inflatable/torn
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var/intact = /obj/item/inflatable
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/obj/structure/inflatable/detailed_examine()
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return "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
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/obj/structure/inflatable/Initialize(location)
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..()
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air_update_turf(TRUE)
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/obj/structure/inflatable/Destroy()
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var/turf/T = get_turf(src)
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. = ..()
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T.air_update_turf(TRUE)
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/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0)
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return 0
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/obj/structure/inflatable/CanAtmosPass(turf/T)
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return !density
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/obj/structure/inflatable/attack_hand(mob/user)
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add_fingerprint(user)
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/obj/structure/inflatable/attackby(obj/item/I, mob/living/user, params)
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if(I.sharp || is_type_in_typecache(I, GLOB.pointed_types))
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user.do_attack_animation(src, used_item = I)
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deconstruct(FALSE)
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return FALSE
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return ..()
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/obj/structure/inflatable/AltClick()
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if(usr.stat || usr.restrained())
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return
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if(!Adjacent(usr))
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return
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deconstruct(TRUE)
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/obj/structure/inflatable/deconstruct(disassembled = TRUE)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(!disassembled)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new torn(loc)
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transfer_fingerprints_to(R)
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qdel(src)
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else
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visible_message("[src] slowly deflates.")
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addtimer(CALLBACK(src, .proc/deflate), 5 SECONDS)
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/obj/structure/inflatable/proc/deflate()
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var/obj/item/inflatable/R = new intact(loc)
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transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || usr.restrained())
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return
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deconstruct(TRUE)
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/obj/item/inflatable/door
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name = "inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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/obj/item/inflatable/door/attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable/door //Based on mineral door code
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name = "inflatable door"
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "door_closed"
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torn = /obj/item/inflatable/door/torn
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intact = /obj/item/inflatable/door
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var/state_open = FALSE
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var/isSwitchingStates = FALSE
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/obj/structure/inflatable/door/detailed_examine()
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return "Click the door to open or close it. It only stops air while closed.<br>\
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To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/inflatable/door/CanAtmosPass(turf/T)
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return !density
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/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates)
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return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60)
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return //NOTE do we really need that?
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/inflatable/door/proc/SwitchState()
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if(state_open)
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Close()
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else
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Open()
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air_update_turf(1)
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/obj/structure/inflatable/door/proc/Open()
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isSwitchingStates = TRUE
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_opening",src)
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sleep(10)
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density = FALSE
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opacity = FALSE
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state_open = TRUE
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update_icon()
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isSwitchingStates = FALSE
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/obj/structure/inflatable/door/proc/Close()
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isSwitchingStates = TRUE
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("door_closing",src)
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sleep(10)
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density = TRUE
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opacity = FALSE
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state_open = FALSE
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update_icon()
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isSwitchingStates = FALSE
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/obj/structure/inflatable/door/update_icon()
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if(state_open)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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/obj/item/inflatable/torn/attack_self(mob/user)
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to_chat(user, "<span class='warning'>The inflatable wall is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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to_chat(user, "<span class='warning'>The inflatable door is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/storage/briefcase/inflatable
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name = "inflatable barrier box"
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desc = "Contains inflatable walls and doors."
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icon_state = "inf_box"
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item_state = "syringe_kit"
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w_class = WEIGHT_CLASS_NORMAL
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can_hold = list(/obj/item/inflatable)
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/obj/item/storage/briefcase/inflatable/New()
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..()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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