mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-20 20:52:52 +01:00
Merge remote-tracking branch 'upstream/dev' into 150722-TagPairs
Conflicts: code/modules/clothing/spacesuits/rig/rig.dm
This commit is contained in:
@@ -210,6 +210,7 @@
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if(istype(W, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = W
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src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
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return 0
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if(istype(W,/obj/item/tk_grab))
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return 0
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if(istype(W, /obj/item/weapon/weldingtool))
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@@ -257,11 +258,9 @@
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return
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if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
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return
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if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src)))
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return
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if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
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return
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if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
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if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
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return
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if(!src.opened)
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return
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@@ -7,6 +7,7 @@
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var/health = 200
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var/cover = 50 //how much cover the girder provides against projectiles.
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var/material/reinf_material
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var/reinforcing = 0
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/obj/structure/girder/displaced
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icon_state = "displaced"
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@@ -48,6 +49,7 @@
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health = min(health,initial(health))
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state = 0
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icon_state = initial(icon_state)
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reinforcing = 0
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if(reinf_material)
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reinforce_girder()
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@@ -78,13 +80,18 @@
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user << "<span class='notice'>You drill through the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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reinforcing = !reinforcing
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user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -108,95 +115,82 @@
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cover = 25
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else if(istype(W, /obj/item/stack/material))
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var/obj/item/stack/S = W
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if(S.get_amount() < 2)
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return ..()
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var/material/M = S.get_material()
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if(!istype(M))
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return ..()
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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if(reinforcing && !reinf_material)
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if(!reinforce_with_material(W, user))
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return ..()
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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if(!construct_wall(W, user))
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return ..()
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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user.drop_item()
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P.loc = src.loc
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user << "<span class='notice'>You fit the pipe into the [src]!</span>"
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else
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..()
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return ..()
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/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M))
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return 0
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return 0
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return 1 //once we've gotten this far don't call parent attackby()
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return 1
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/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
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if(reinf_material)
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user << "<span class='notice'>\The [src] is already reinforced.</span>"
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return 0
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return 0
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return 1 //don't call parent attackby() past this point
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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return 1
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/obj/structure/girder/proc/reinforce_girder()
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cover = reinf_material.hardness
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health = 500
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state = 2
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icon_state = "reinforced"
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/obj/structure/girder/verb/reinforce_with_material()
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set name = "Reinforce girder"
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set desc = "Reinforce a girder with metal."
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set src in view(1)
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var/mob/living/user = usr
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if(!istype(user) || !(user.l_hand || user.r_hand))
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return
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if(reinf_material)
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user << "\The [src] is already reinforced."
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return
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var/obj/item/stack/material/S = user.l_hand
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if(!istype(S))
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S = user.r_hand
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if(!istype(S))
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user << "You cannot plate \the [src] with that."
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return
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if(S.get_amount() < 2)
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user << "There is not enough material here to reinforce the girder."
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return
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var/material/M = S.get_material()
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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reinforcing = 0
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/obj/structure/girder/proc/dismantle()
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new /obj/item/stack/material/steel(get_turf(src))
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@@ -129,6 +129,7 @@
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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/obj/machinery/shower/New()
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..()
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@@ -150,7 +151,7 @@
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if(on)
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if (M.loc == loc)
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wash(M)
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check_heat(M)
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process_heat(M)
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for (var/atom/movable/G in src.loc)
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G.clean_blood()
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@@ -158,15 +159,11 @@
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if(I.type == /obj/item/device/analyzer)
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user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
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if(istype(I, /obj/item/weapon/wrench))
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var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
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user << "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 50))
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switch(watertemp)
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if("normal")
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watertemp = "freezing"
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if("freezing")
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watertemp = "boiling"
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if("boiling")
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watertemp = "normal"
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watertemp = newtemp
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user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I].</span>")
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add_fingerprint(user)
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@@ -177,8 +174,8 @@
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if(on)
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overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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if(watertemp == "freezing")
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return
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if(temperature_settings[watertemp] < T20C)
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return //no mist for cold water
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if(!ismist)
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spawn(50)
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if(src && on)
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@@ -200,7 +197,7 @@
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wash(O)
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if(ismob(O))
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mobpresent += 1
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check_heat(O)
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process_heat(O)
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/obj/machinery/shower/Uncrossed(atom/movable/O)
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if(ismob(O))
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@@ -304,8 +301,8 @@
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if(!on) return
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wash_floor()
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if(!mobpresent) return
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for(var/mob/living/carbon/C in loc)
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check_heat(C)
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for(var/mob/living/L in loc)
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process_heat(L)
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/obj/machinery/shower/proc/wash_floor()
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if(!ismist && is_washing)
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@@ -317,22 +314,19 @@
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spawn(100)
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is_washing = 0
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/obj/machinery/shower/proc/check_heat(mob/M as mob)
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if(!on || watertemp == "normal") return
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(watertemp == "freezing")
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C.bodytemperature = max(80, C.bodytemperature - 80)
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C << "<span class='warning'>The water is freezing!</span>"
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return
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if(watertemp == "boiling")
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C.bodytemperature = min(500, C.bodytemperature + 35)
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C.adjustFireLoss(5)
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C << "<span class='danger'>The water is searing!</span>"
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return
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/obj/machinery/shower/proc/process_heat(mob/living/M)
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if(!on || !istype(M)) return
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var/temperature = temperature_settings[watertemp]
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var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
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M.bodytemperature += temp_adj
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(temperature >= H.species.heat_level_1)
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H << "<span class='danger'>The water is searing hot!</span>"
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else if(temperature <= H.species.cold_level_1)
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H << "<span class='warning'>The water is freezing cold!</span>"
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/obj/item/weapon/bikehorn/rubberducky
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name = "rubber ducky"
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