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Janitor Bucket now PROPERLY shows the maximum of the bucket as 100 on the PDA. Yay for accuracy! Mops and cleaners: Made the space cleaner bottles contain less units of material overall (250), however only spray 5 units at a time (you get 50 shots now). Makes it MUCH easier to refill with spess cleaner. Especially now that the ammonia and water reaction give more output. In other news, MOPS ARE MAGNETS TO ME! Sorry Chicago Ted, I tried to make it less awkward, but it did not want. RSF: Items appear on floors properly now! Chemistry Reagents: Sugar/ sodas - less nutrition per unit. Sugar - No more jitters =( adminordrazine - More OP, but it is admin/ sandbox only anyway. Arithrazine - Sets radiation damage to 0, because it is the dexalin plus of anti-radiation meds. Hyronalin - Stronger radiation removal Chem recipes: Space cleaner - 2 units per reaction now. Because it was really unfair how much materials you need to refill the janitor's bottle. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1445 316c924e-a436-60f5-8080-3fe189b3f50e
221 lines
7.4 KiB
Plaintext
221 lines
7.4 KiB
Plaintext
/*
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CONTAINS:
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RSF
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*/
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/obj/item/weapon/rsf/New()
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/rcd_ammo))
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if ((matter + 10) > 30)
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user << "The RSF cant hold any more matter."
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return
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del(W)
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matter += 10
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playsound(src.loc, 'click.ogg', 10, 1)
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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/obj/item/weapon/rsf/attack_self(mob/user as mob)
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playsound(src.loc, 'pop.ogg', 50, 0)
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if (mode == 1)
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mode = 2
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user << "Changed dispensing mode to 'Drinking Glass'"
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return
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if (mode == 2)
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mode = 3
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user << "Changed dispensing mode to 'Paper'"
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return
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if (mode == 3)
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mode = 4
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user << "Changed dispensing mode to 'Pen'"
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return
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if (mode == 4)
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mode = 5
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user << "Changed dispensing mode to 'Dice Pack'"
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return
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if (mode == 5)
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mode = 6
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user << "Changed dispensing mode to 'Cigarette'"
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return
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if (mode == 6)
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mode = 1
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user << "Changed dispensing mode to 'Dosh'"
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return
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// Change mode
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/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob)
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if (!(istype(A, /obj/table) || istype(A, /turf/simulated/floor)))
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return
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if (istype(A, /obj/table) && mode == 1)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Dosh..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/spacecash/c10( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 1)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Dosh..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/spacecash/c10( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/table) && mode == 2)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Drinking Glass..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 2)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Drinking Glass..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/table) && mode == 3)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Paper Sheet..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/paper( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 3)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Paper Sheet..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/paper( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/table) && mode == 4)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Pen..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/pen( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 4)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Pen..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/pen( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 50
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/table) && mode == 5)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Dice Pack..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/storage/dice( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 5)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Dice Pack..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/weapon/storage/dice( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 200
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /obj/table) && mode == 6)
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if (istype(A, /obj/table) && matter >= 1)
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user << "Dispensing Cigarette..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/clothing/mask/cigarette( A.loc )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return
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else if (istype(A, /turf/simulated/floor) && mode == 6)
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if (istype(A, /turf/simulated/floor) && matter >= 1)
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user << "Dispensing Cigarette..."
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playsound(src.loc, 'click.ogg', 10, 1)
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new /obj/item/clothing/mask/cigarette( A )
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if (isrobot(user))
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var/mob/living/silicon/robot/engy = user
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engy.cell.charge -= 10
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else
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matter--
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user << "The RSF now holds [matter]/30 fabrication-units."
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desc = "A RSF. It currently holds [matter]/30 fabrication-units."
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return |