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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
89 lines
2.7 KiB
Plaintext
89 lines
2.7 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/weapon/storage/lockbox
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name = "lockbox"
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desc = "A locked box."
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icon_state = "lockbox+l"
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item_state = "syringe_kit"
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w_class = 4
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max_w_class = 3
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max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 4
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req_access = list(access_armory)
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var/locked = 1
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var/broken = 0
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var/icon_locked = "lockbox+l"
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var/icon_closed = "lockbox"
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var/icon_broken = "lockbox+b"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "\red It appears to be broken."
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return
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if(src.allowed(user))
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src.locked = !( src.locked )
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if(src.locked)
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src.icon_state = src.icon_locked
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user << "\red You lock the [src.name]!"
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return
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else
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src.icon_state = src.icon_closed
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user << "\red You unlock the [src.name]!"
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return
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else
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user << "\red Access Denied"
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else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
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broken = 1
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locked = 0
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desc = "It appears to be broken."
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icon_state = src.icon_broken
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
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else
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
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if(!locked)
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..()
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else
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user << "\red Its locked!"
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return
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show_to(mob/user as mob)
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if(locked)
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user << "\red Its locked!"
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else
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..()
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return
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/obj/item/weapon/storage/lockbox/loyalty
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name = "Lockbox (Loyalty Implants)"
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req_access = list(access_security)
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New()
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..()
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implantcase/loyalty(src)
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new /obj/item/weapon/implanter/loyalty(src)
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/obj/item/weapon/storage/lockbox/clusterbang
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name = "lockbox (clusterbang)"
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desc = "You have a bad feeling about opening this."
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req_access = list(access_security)
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New()
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..()
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new /obj/item/weapon/grenade/flashbang/clusterbang(src)
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