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@@ -20,6 +20,10 @@
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/obj/item/toy
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name = "generic toy"
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desc = "It's just for fun!"
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icon = 'icons/obj/toy.dmi'
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icon_state = "glitched"
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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@@ -30,23 +34,22 @@
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/*
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* Balloons
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*/
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/obj/item/toy/balloon
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/obj/item/toy/waterballoon
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name = "water balloon"
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desc = "A translucent balloon. There's nothing in it."
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icon = 'icons/obj/toy.dmi'
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icon_state = "waterballoon-e"
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drop_sound = 'sound/items/drop/rubber.ogg'
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/obj/item/toy/balloon/Initialize()
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/obj/item/toy/waterballoon/Initialize()
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. = ..()
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var/datum/reagents/R = new/datum/reagents(10)
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reagents = R
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R.my_atom = src
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/obj/item/toy/balloon/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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/obj/item/toy/waterballoon/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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return
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/obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
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/obj/item/toy/waterballoon/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
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if(!proximity) return
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if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
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A.reagents.trans_to_obj(src, 10)
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@@ -55,7 +58,7 @@
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src.update_icon()
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return
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/obj/item/toy/balloon/attackby(obj/O as obj, mob/user as mob)
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/obj/item/toy/waterballoon/attackby(obj/O as obj, mob/user as mob)
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if(istype(O, /obj/item/reagent_containers/glass))
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if(O.reagents)
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if(O.reagents.total_volume < 1)
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@@ -72,7 +75,7 @@
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src.update_icon()
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return
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/obj/item/toy/balloon/throw_impact(atom/hit_atom)
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/obj/item/toy/waterballoon/throw_impact(atom/hit_atom)
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if(src.reagents.total_volume >= 1)
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src.visible_message("<span class='warning'>\The [src] bursts!</span>","You hear a pop and a splash.")
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src.reagents.touch_turf(get_turf(hit_atom))
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@@ -84,47 +87,126 @@
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qdel(src)
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return
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/obj/item/toy/balloon/update_icon()
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/obj/item/toy/waterballoon/update_icon()
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if(src.reagents.total_volume >= 1)
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icon_state = "waterballoon"
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else
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icon_state = "waterballoon-e"
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/obj/item/toy/syndicateballoon
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name = "criminal balloon"
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desc = "There is a tag on the back that reads \"FUK NT!11!\"."
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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force = 0
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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w_class = ITEMSIZE_LARGE
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drop_sound = 'sound/items/drop/rubber.ogg'
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//BLOONS
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/obj/item/toy/nanotrasenballoon
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name = "criminal balloon"
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desc = "Across the balloon the following is printed: \"Man, I love NanoTrasen soooo much. I use only NT products. You have NO idea.\""
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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force = 0
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icon = 'icons/obj/weapons.dmi'
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icon_state = "ntballoon"
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w_class = ITEMSIZE_LARGE
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drop_sound = 'sound/items/drop/rubber.ogg'
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#define BALLOON_NORMAL 0
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#define BALLOON_BLOW 1
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#define BALLOON_BURST 2
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/obj/item/toy/colorballoon /// To color it, VV the 'color' var with a hex color code with the # included.
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/obj/item/toy/balloon /// To color it, VV the 'color' var with a hex color code with the # included.
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name = "balloon"
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desc = "It's a plain little balloon. Comes in many colors!"
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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force = 0
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icon = 'icons/obj/weapons.dmi'
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icon_state = "colorballoon"
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w_class = ITEMSIZE_LARGE
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drop_sound = 'sound/items/drop/rubber.ogg'
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pickup_sound = 'sound/items/pickup/rubber.ogg'
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var/datum/gas_mixture/air_contents = null
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var/status = 0 // 0 = normal, 1 = blow, 2 = burst
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/obj/item/toy/balloon/attack_self(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(user.a_intent == I_HELP)
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user.visible_message("<span class='notice'><b>\The [user]</b> pokes [src]!</span>","<span class='notice'>You poke [src]!</span>")
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else if (user.a_intent == I_HURT)
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user.visible_message("<span class='warning'><b>\The [user]</b> punches [src]!</span>","<span class='warning'>You punch [src]!</span>")
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else if (user.a_intent == I_GRAB)
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if(prob(66))
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user.visible_message("<span class='warning'><b>\The [user]</b> attempts to pop [src]!</span>","<span class='warning'>You attempt to pop [src]!</span>")
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else
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user.visible_message("<span class='warning'><b>\The [user]</b> pops [src]!</span>","<span class='warning'>You pop [src]!</span>")
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burst()
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else
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user.visible_message("<span class='notice'><b>\The [user]</b> lightly bats the [src].</span>","<span class='notice'>You lightly bat the [src].</span>")
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/obj/item/toy/balloon/update_icon()
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switch(status)
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if(BALLOON_BURST)
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if(("[initial(icon_state)]_burst") in icon_states(icon))
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icon_state = "[initial(icon_state)]_burst"
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item_state = icon_state
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else
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qdel(src) // Just qdel it if it doesn't have a burst state.
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if(BALLOON_BLOW)
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if(("[initial(icon_state)]_blow") in icon_states(icon)) //Only give blow icon_state if it has one. For those who can't be bothered to sprite. (Also a catch to prevent invisible sprites.)
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icon_state = "[initial(icon_state)]_blow"
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update_held_icon()
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/obj/item/toy/balloon/proc/blow(obj/item/tank/T)
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if(status == BALLOON_BURST)
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return
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else
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src.air_contents = T.remove_air_volume(3)
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status = BALLOON_BLOW
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update_icon()
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/obj/item/toy/balloon/proc/burst()
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playsound(src, 'sound/weapons/Gunshot_old.ogg', 100, 1)
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status = BALLOON_BURST
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update_icon()
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if(air_contents)
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loc.assume_air(air_contents)
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/obj/item/toy/balloon/ex_act(severity)
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burst()
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if(prob(50))
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qdel(src)
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/obj/item/toy/balloon/bullet_act()
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burst()
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/obj/item/toy/balloon/fire_act(datum/gas_mixture/air, temperature, volume)
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if(temperature > T0C+100)
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burst()
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return
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/obj/item/toy/balloon/attackby(obj/item/W as obj, mob/user as mob)
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if(can_puncture(W))
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burst()
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/obj/item/toy/balloon/random/Initialize()
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. = ..()
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color = pick(COLOR_BLUE, COLOR_RED, COLOR_PINK, COLOR_PURPLE, COLOR_GREEN, COLOR_CYAN, COLOR_SUN, COLOR_YELLOW)
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update_icon()
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randpixel_xy()
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/obj/item/toy/balloon/syndicate
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name = "criminal balloon"
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desc = "There is a tag on the back that reads \"FUK NT!11!\"."
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icon_state = "syndballoon"
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/obj/item/toy/balloon/nanotrasen
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name = "corporate balloon"
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desc = "Across the balloon the following is printed: \"Man, I love NanoTrasen soooo much. I use only NT products. You have NO idea.\""
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icon_state = "ntballoon"
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/obj/item/toy/balloon/latex
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desc = "Leaves a starchy taste in your mouth after blowing into it."
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icon_state = "latexballoon"
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item_state = "latexballoon"
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/obj/item/toy/balloon/nitrile
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desc = "I hope you aren't going to re-use these for medical purposes."
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icon_state = "nitrileballoon"
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item_state = "nitrileballoon"
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#undef BALLOON_NORMAL
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#undef BALLOON_BLOW
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#undef BALLOON_BURST
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/*
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* Fake telebeacon
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@@ -239,7 +321,6 @@
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/obj/item/toy/snappop
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name = "snap pop"
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desc = "Wow!"
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icon = 'icons/obj/toy.dmi'
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icon_state = "snappop"
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w_class = ITEMSIZE_TINY
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drop_sound = null
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@@ -277,7 +358,6 @@
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/obj/item/toy/bosunwhistle
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name = "bosun's whistle"
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desc = "A genuine Admiral Krush Bosun's Whistle, for the aspiring ship's captain! Suitable for ages 8 and up, do not swallow."
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icon = 'icons/obj/toy.dmi'
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icon_state = "bosunwhistle"
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drop_sound = 'sound/items/drop/card.ogg'
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var/cooldown = 0
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@@ -296,7 +376,6 @@
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/obj/item/toy/figure
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name = "Non-Specific Action Figure action figure"
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desc = "A \"Space Life\" brand... wait, what the hell is this thing?"
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icon = 'icons/obj/toy.dmi'
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icon_state = "nuketoy"
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w_class = ITEMSIZE_TINY
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var/cooldown = 0
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@@ -634,7 +713,6 @@
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/obj/item/toy/plushie/carp
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name = "space carp plushie"
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desc = "An adorable stuffed toy that resembles a space carp."
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icon = 'icons/obj/toy.dmi'
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icon_state = "basecarp"
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attack_verb = list("bitten", "eaten", "fin slapped")
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var/bitesound = 'sound/weapons/bite.ogg'
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@@ -800,7 +878,6 @@
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/obj/item/toy/plushie
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name = "generic small plush"
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desc = "A small toy plushie. It's very cute."
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icon = 'icons/obj/toy.dmi'
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icon_state = "nymphplushie"
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drop_sound = 'sound/items/drop/plushie.ogg'
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w_class = ITEMSIZE_TINY
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@@ -1171,7 +1248,6 @@
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/obj/item/toy/stickhorse
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name = "stick horse"
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desc = "A pretend horse on a stick for any aspiring little cowboy to ride."
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icon = 'icons/obj/toy.dmi'
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icon_state = "stickhorse"
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w_class = ITEMSIZE_LARGE
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@@ -1182,7 +1258,6 @@
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/obj/item/toy/eight_ball
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name = "\improper Magic 8-Ball"
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desc = "Mystical! Magical! Ages 8+!"
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icon = 'icons/obj/toy.dmi'
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icon_state = "eight-ball"
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var/use_action = "shakes the ball"
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var/cooldown = 0
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@@ -1206,7 +1281,6 @@
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// DND Character minis. Use the naming convention (type)character for the icon states.
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/obj/item/toy/character
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icon = 'icons/obj/toy.dmi'
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w_class = ITEMSIZE_SMALL
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pixel_z = 5
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@@ -1255,7 +1329,6 @@
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/obj/item/toy/AI
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name = "toy AI"
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desc = "A little toy model AI core!"// with real law announcing action!" //Alas, requires a rewrite of how ion laws work.
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icon = 'icons/obj/toy.dmi'
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icon_state = "AI"
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w_class = ITEMSIZE_SMALL
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var/cooldown = 0
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@@ -1274,7 +1347,6 @@
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/obj/item/toy/owl
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name = "owl action figure"
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desc = "An action figure modeled after 'The Owl', defender of justice."
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icon = 'icons/obj/toy.dmi'
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icon_state = "owlprize"
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w_class = ITEMSIZE_SMALL
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var/cooldown = 0
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@@ -1293,7 +1365,6 @@
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/obj/item/toy/griffin
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name = "griffin action figure"
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desc = "An action figure modeled after 'The Griffin', criminal mastermind."
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icon = 'icons/obj/toy.dmi'
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icon_state = "griffinprize"
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w_class = ITEMSIZE_SMALL
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var/cooldown = 0
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@@ -1322,7 +1393,6 @@
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/obj/item/toy/xmastree
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name = "Miniature Christmas tree"
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desc = "Tiny cute Christmas tree."
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icon = 'icons/obj/toy.dmi'
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icon_state = "tinyxmastree"
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w_class = ITEMSIZE_TINY
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force = 1
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@@ -1421,10 +1491,24 @@
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else if (user.a_intent == I_HURT)
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user.visible_message("<span class='warning'><b>\The [user]</b> punches [src]!</span>","<span class='warning'>You punch [src]!</span>")
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else if (user.a_intent == I_GRAB)
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user.visible_message("<span class='warning'><b>\The [user]</b> attempts to pop [src]!</span>","<span class='warning'>You attempt to pop [src]!</span>")
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if(prob(66))
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user.visible_message("<span class='warning'><b>\The [user]</b> attempts to pop [src]!</span>","<span class='warning'>You attempt to pop [src]!</span>")
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else
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user.visible_message("<span class='warning'><b>\The [user]</b> pops [src]!</span>","<span class='warning'>You pop [src]!</span>")
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burst()
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else
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user.visible_message("<span class='notice'><b>\The [user]</b> lightly bats the [src].</span>","<span class='notice'>You lightly bat the [src].</span>")
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/obj/structure/balloon/bullet_act()
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burst()
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/obj/structure/balloon/proc/burst()
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playsound(src, 'sound/weapons/Gunshot_old.ogg', 100, 1)
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if(("[initial(icon_state)]_burst") in icon_states(icon))
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icon_state = "[initial(icon_state)]_burst"
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else
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qdel(src) // Just qdel it if it doesn't have a burst state.
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/obj/structure/balloon/bat
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name = "giant bat balloon"
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desc = "A large balloon in the shape of a spooky bat with orange eyes."
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@@ -1435,12 +1519,21 @@
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desc = "Oh no, it's a ghost! Oh wait, it's just a balloon. Phew!"
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icon_state = "ghostballoon"
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/obj/structure/balloon/xmas
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name = "giant xmas tree balloon"
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desc = "Gather round the inflatable winter tree and exchange inflatable winter gifts. Non-Unitarians welcome."
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icon_state = "xmastreeballoon"
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/obj/structure/balloon/candycane
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name = "giant candy cane balloon"
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desc = "A small tag reads 'Not for consumption'."
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icon_state = "candycaneballoon"
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//ship models
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/obj/item/toy/modelship
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name = "Model ship"
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desc = "A model of a SolGov ship, in 1:250th scale, on a handsome wooden stand. Small lights blink on the hull and at the engine exhaust."
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icon_state = "ship_model_1"
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icon = 'icons/obj/toy.dmi'
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/obj/item/toy/modelship/two
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desc = "A small model of a spaceship, in 1:278th scale, it has small lights iluminating it's windows and engines."
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@@ -1450,7 +1543,6 @@
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/obj/item/toy/desk
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name = "desk toy master"
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desc = "A object that does not exist. Parent Item"
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icon = 'icons/obj/toy.dmi'
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var/on = 0
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var/activation_sound = 'sound/weapons/empty.ogg'
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@@ -1486,4 +1578,4 @@
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/obj/item/toy/desk/dippingbird
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name = "dipping bird toy"
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desc = "An ancient human bird idol, worshipped by clerks and desk jockeys."
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icon_state= "dippybird"
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icon_state= "dippybird"
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