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https://github.com/PolarisSS13/Polaris.git
synced 2026-08-23 13:17:03 +01:00
Minor wheelchair refactor.
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@@ -484,11 +484,12 @@ var/global/datum/controller/occupations/job_master
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var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
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var/obj/item/weapon/storage/S = locate() in H.contents
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var/obj/item/wheelchair/R = null
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var/obj/item/wheelchair/R
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if(S)
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R = locate() in S.contents
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if(!l_foot || !r_foot || R)
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var/obj/structure/bed/chair/wheelchair/W = new /obj/structure/bed/chair/wheelchair(H.loc)
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var/wheelchair_type = R?.unfolded_type || /obj/structure/bed/chair/wheelchair
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var/obj/structure/bed/chair/wheelchair/W = new wheelchair_type(H.loc)
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W.buckle_mob(H)
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H.update_canmove()
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W.set_dir(H.dir)
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@@ -5,73 +5,55 @@
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icon_state = "wheelchair"
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anchored = 0
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buckle_movable = 1
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var/wheelchairtype = /obj/structure/bed/chair/wheelchair
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var/wheelchairitemtype = /obj/item/wheelchair
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var/folded_type = /obj/item/wheelchair
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var/driving = 0
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var/mob/living/pulling = null
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var/bloodiness
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var/min_mob_buckle_size = MOB_SMALL
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var/max_mob_buckle_size = MOB_LARGE
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/obj/structure/bed/chair/wheelchair/smallmotor
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name = "small electric wheelchair"
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desc = "A small motorized wheelchair, it looks around the right size for a Teshari"
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icon_state = "teshchair"
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wheelchairtype = /obj/structure/bed/chair/wheelchair/smallmotor
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wheelchairitemtype = /obj/item/smallmotorwheelchair
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min_mob_buckle_size = MOB_SMALL
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max_mob_buckle_size = MOB_MEDIUM
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/obj/structure/bed/chair/wheelchair/Initialize()
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. = ..()
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update_icon()
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/obj/structure/bed/chair/wheelchair/motor
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name = "electric wheelchair"
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desc = "A motorized wheelchair controlled with a joystick on one armrest"
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icon_state = "motorchair"
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wheelchairtype = /obj/structure/bed/chair/wheelchair/motor
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wheelchairitemtype = /obj/item/motorwheelchair
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folded_type = /obj/item/wheelchair/motor
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/obj/structure/bed/chair/wheelchair/smallmotor
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name = "small electric wheelchair"
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desc = "A small motorized wheelchair, it looks around the right size for a Teshari"
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icon_state = "teshchair"
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min_mob_buckle_size = MOB_SMALL
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max_mob_buckle_size = MOB_MEDIUM
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folded_type = /obj/item/wheelchair/motor/small
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/obj/structure/bed/chair/wheelchair/can_buckle_check(mob/living/M, forced = FALSE)
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. = ..()
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if(. && (M.mob_size < min_mob_buckle_size || M.mob_size >= max_mob_buckle_size))
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to_chat(M, SPAN_WARNING("You are the wrong size to use \the [src]."))
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. = FALSE
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. = ..()
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if(.)
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if(M.mob_size < min_mob_buckle_size)
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to_chat(M, SPAN_WARNING("You are too small to use \the [src]."))
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. = FALSE
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else if(M.mob_size >= max_mob_buckle_size)
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to_chat(M, SPAN_WARNING("You are too large to use \the [src]."))
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. = FALSE
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/obj/structure/bed/chair/wheelchair/update_icon()
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return
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cut_overlays()
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var/image/O = image(icon = icon, icon_state = "[icon_state]_overlay", layer = ABOVE_MOB_LAYER)
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O.plane = MOB_PLANE
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add_overlay(O)
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/obj/structure/bed/chair/wheelchair/set_dir()
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..()
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cut_overlays()
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var/image/O = image(icon = 'icons/obj/wheelchair.dmi', icon_state = "wheelchair_overlay", layer = ABOVE_MOB_LAYER, dir = src.dir)
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O.plane = MOB_PLANE
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add_overlay(O)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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/obj/structure/bed/chair/wheelchair/smallmotor/set_dir()
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..()
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cut_overlays()
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var/image/O = image(icon = 'icons/obj/wheelchair.dmi', icon_state = "teshchair_overlay", layer = ABOVE_MOB_LAYER, dir = src.dir)
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O.plane = MOB_PLANE
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add_overlay(O)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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/obj/structure/bed/chair/wheelchair/motor/set_dir()
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..()
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cut_overlays()
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var/image/O = image(icon = 'icons/obj/wheelchair.dmi', icon_state = "motorchair_overlay", layer = ABOVE_MOB_LAYER, dir = src.dir)
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O.plane = MOB_PLANE
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add_overlay(O)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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. = ..()
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if(.)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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var/mob/living/L = A
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L.set_dir(dir)
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/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(W.is_wrench() || W.is_wirecutter() || istype(W,/obj/item/stack))
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@@ -144,8 +126,6 @@
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/obj/structure/bed/chair/wheelchair/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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cut_overlays()
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playsound(src, 'sound/effects/roll.ogg', 75, 1)
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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@@ -254,64 +234,13 @@
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usr.pulledby = null
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..()
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/obj/item/wheelchair
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name = "wheelchair"
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desc = "A folded wheelchair that can be carried around."
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icon = 'icons/obj/wheelchair.dmi'
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icon_state = "wheelchair_folded"
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item_state = "wheelchair"
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w_class = ITEMSIZE_HUGE // Can't be put in backpacks. Oh well.
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var/wheelchairtype = /obj/structure/bed/chair/wheelchair
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var/wheelchairitemtype = /obj/item/wheelchair
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/obj/item/wheelchair/attack_self(mob/user)
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var/obj/structure/bed/chair/wheelchair/R = new wheelchairtype(user.loc)
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R.add_fingerprint(user)
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R.name = src.name
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R.color = src.color
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qdel(src)
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/obj/item/smallmotorwheelchair // need it like this cause the spawning code for wheelchairs in the loadout is funky
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name = "small electric wheelchair"
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desc = "A small motorized wheelchair, it looks around the right size for a Teshari."
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icon = 'icons/obj/wheelchair.dmi'
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icon_state = "teshchair_folded"
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item_state = "teshchair"
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w_class = ITEMSIZE_HUGE // Can't be put in backpacks. Oh well.
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var/wheelchairtype = /obj/structure/bed/chair/wheelchair/smallmotor
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var/wheelchairitemtype = /obj/item/smallmotorwheelchair
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/obj/item/motorwheelchair
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name = "electric wheelchair"
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desc = "A motorized wheelchair controlled with a joystick on one armrest"
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icon = 'icons/obj/wheelchair.dmi'
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icon_state = "motorchair_folded"
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item_state = "motorchair"
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w_class = ITEMSIZE_HUGE // Can't be put in backpacks. Oh well.
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var/wheelchairtype = /obj/structure/bed/chair/wheelchair/motor
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var/wheelchairitemtype = /obj/item/motorwheelchair
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/obj/item/smallmotorwheelchair/attack_self(mob/user)
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var/obj/structure/bed/chair/wheelchair/R = new wheelchairtype(user.loc)
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R.add_fingerprint(user)
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R.name = src.name
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R.color = src.color
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qdel(src)
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/obj/item/motorwheelchair/attack_self(mob/user)
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var/obj/structure/bed/chair/wheelchair/R = new wheelchairtype(user.loc)
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R.add_fingerprint(user)
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R.name = src.name
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R.color = src.color
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qdel(src)
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/obj/structure/bed/chair/wheelchair/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(has_buckled_mobs()) return 0
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visible_message("[usr] collapses \the [src.name].")
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var/obj/item/wheelchair/R = new wheelchairitemtype(get_turf(src))
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var/obj/item/wheelchair/R = new folded_type(get_turf(src))
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R.name = src.name
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R.color = src.color
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spawn(0)
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@@ -0,0 +1,29 @@
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/obj/item/wheelchair
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name = "wheelchair"
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desc = "A folded wheelchair that can be carried around."
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icon = 'icons/obj/wheelchair.dmi'
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icon_state = "wheelchair_folded"
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item_state = "wheelchair"
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w_class = ITEMSIZE_HUGE // Can't be put in backpacks. Oh well.
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var/unfolded_type = /obj/structure/bed/chair/wheelchair
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/obj/item/wheelchair/attack_self(mob/user)
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var/obj/structure/bed/chair/wheelchair/R = new unfolded_type(user.loc)
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R.add_fingerprint(user)
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R.name = src.name
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R.color = src.color
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qdel(src)
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/obj/item/wheelchair/motor
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name = "electric wheelchair"
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desc = "A motorized wheelchair controlled with a joystick on one armrest"
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icon_state = "motorchair_folded"
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item_state = "motorchair"
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unfolded_type = /obj/structure/bed/chair/wheelchair/motor
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/obj/item/wheelchair/motor/small
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name = "small electric wheelchair"
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desc = "A small motorized wheelchair, it looks around the right size for a Teshari."
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icon_state = "teshchair_folded"
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item_state = "teshchair"
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unfolded_type = /obj/structure/bed/chair/wheelchair/smallmotor
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@@ -158,15 +158,6 @@
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display_name = "Fountain Pen"
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path = /obj/item/weapon/pen/fountain
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/datum/gear/utility/wheelchair/color
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display_name = "wheelchair"
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path = /obj/item/wheelchair
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cost = 4
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/datum/gear/utility/wheelchair/color/New()
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..()
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gear_tweaks += gear_tweak_free_color_choice
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/datum/gear/utility/umbrella
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display_name = "Umbrella"
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path = /obj/item/weapon/melee/umbrella
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@@ -176,10 +167,19 @@
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..()
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gear_tweaks += gear_tweak_free_color_choice
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/datum/gear/utility/motorchair
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display_name = "electric wheelchair"
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path = /obj/item/motorwheelchair
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/datum/gear/utility/wheelchair
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display_name = "wheelchair selection"
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path = /obj/item/wheelchair
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cost = 4
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/datum/gear/utility/wheelchair/New()
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..()
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gear_tweaks += gear_tweak_free_color_choice
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var/list/wheelchairs = list(
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"wheelchair" = /obj/item/wheelchair,
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"motorized wheelchair" = /obj/item/wheelchair/motor
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)
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gear_tweaks += new/datum/gear_tweak/path(wheelchairs)
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/****************
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modular computers
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@@ -673,7 +673,7 @@
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/datum/gear/utility/teshchair
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display_name = "small electric wheelchair (Teshari)"
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path = /obj/item/smallmotorwheelchair //can't use the normal wheelchair item cause of funky spawning code, it would just give you a normal wheelchair even if you selected a subtype
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path = /obj/item/wheelchair/motor/small
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whitelisted = SPECIES_TESHARI
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sort_category = "Xenowear"
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cost = 4
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cost = 4
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@@ -1295,6 +1295,7 @@
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#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\wheelchair.dm"
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#include "code\game\objects\structures\stool_bed_chair_nest\wheelchair_item.dm"
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#include "code\game\turfs\simulated.dm"
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#include "code\game\turfs\turf.dm"
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#include "code\game\turfs\turf_changing.dm"
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