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someone on them, making them the perfect prisoner transport vehicle~ - The extinguisher will now tell you when it's empty - Office chairs and extinguishers.... OH HOW COULD I RESIST. Yes, you can have extinguisher derby races with office chairs :) (Shame there are currently no office chairs on the map) Revision: r3615 Author: baloh.matevz
215 lines
5.4 KiB
Plaintext
215 lines
5.4 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/screwdriver))
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if (src.anchored)
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src.anchored = 0
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user << "\blue You unfasten [src] from the floor."
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else
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src.anchored = 1
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user << "\blue You fasten [src] to the floor."
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, '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, 'Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part1 = 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/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 = 0
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buckled_mob.lying = 0
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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 ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.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.anchored = 1
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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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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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M.lying = 1
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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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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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..()
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return
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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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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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buckled_mob.dir = dir
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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 = 'rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'rollerbed.dmi'
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icon_state = "folded"
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w_class = 4.0 // Can't be put in backpacks. Oh well.
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attack_self(mob/user)
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var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
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R.add_fingerprint(user)
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del(src)
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//obj/structure/stool/bed/roller/Move()
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/obj/structure/stool/bed/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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buckled_mob.dir = src.dir
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/obj/structure/stool/bed/chair/Move()
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..()
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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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/obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
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if ((!( istype(M, /mob) ) || get_dist(src, user) > 1 || M.loc != src.loc || user.restrained() || usr.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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M.update_clothing()
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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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buckled_mob.pixel_y = 0
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buckled_mob.anchored = 0
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buckled_mob.buckled = null
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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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/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(buckled_mob) return 0
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visible_message("[usr] collapses \the [src.name]")
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new/obj/item/roller(get_turf(src))
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spawn(0)
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del(src)
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return
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