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* Port ParadiseSS13/Paradise#2100 - Saycode refactor * Removed unused old carbon slimes code * Port ParadiseSS13/Paradise#5099 - Saycode part 2 * Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages * Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName() * Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message * Addressed Atermonera's review. Translators now print the full message if they find any languages within the message that the user doesn't understand, minus languages it cannot translate. Additionally, the combine_message proc has been significantly simplified by eliminating an ugly tree structure with the help of a little helper proc. The removal of the extra span inside each piece doesn't seem to have visually changed the messages in any other way than changing where the wordwrap happens, strangely enough. Must be something in IE's code being picky about invisible elements. On the bright side, it splits *later* than it did before, thus reducing the lines a message will take up by a tiny amount. Also, a bunch of things now have the 'filter_say' class from PolarisSS13/Polaris#6998. Since span classes with no definition are totally valid and just don't do anything, this PR does **not** depend on that PR being merged first. * Always gotta be one
220 lines
6.2 KiB
Plaintext
220 lines
6.2 KiB
Plaintext
/obj/item/device/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = PROXMOVE
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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throw_speed = 3
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throw_range = 10
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var/secured = 0
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var/obj/item/device/assembly/a_left = null
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var/obj/item/device/assembly/a_right = null
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var/obj/special_assembly = null
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/obj/item/device/assembly_holder/proc/attach(var/obj/item/device/assembly/D, var/obj/item/device/assembly/D2, var/mob/user)
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if(!D || !D2)
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return FALSE
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if(!istype(D) || !istype(D2))
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return FALSE
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if(D.secured || D2.secured)
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return FALSE
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if(user)
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user.remove_from_mob(D)
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user.remove_from_mob(D2)
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D.holder = src
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D2.holder = src
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D.forceMove(src)
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D2.forceMove(src)
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a_left = D
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a_right = D2
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name = "[D.name]-[D2.name] assembly"
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update_icon()
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user.put_in_hands(src)
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return TRUE
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/obj/item/device/assembly_holder/proc/detached()
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return
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/obj/item/device/assembly_holder/update_icon()
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cut_overlays()
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if(a_left)
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add_overlay("[a_left.icon_state]_left")
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for(var/O in a_left.attached_overlays)
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add_overlay("[O]_l")
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if(a_right)
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add_overlay("[a_right.icon_state]_right")
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for(var/O in a_right.attached_overlays)
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add_overlay("[O]_r")
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if(master)
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master.update_icon()
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/obj/item/device/assembly_holder/examine(mob/user)
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..(user)
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if ((in_range(src, user) || src.loc == user))
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if (src.secured)
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to_chat(user, "\The [src] is ready!")
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else
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to_chat(user, "\The [src] can be attached!")
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/obj/item/device/assembly_holder/HasProximity(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.HasProximity(AM)
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if(a_right)
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a_right.HasProximity(AM)
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/obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj)
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if(AM.is_incorporeal())
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return
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if(a_left)
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a_left.Crossed(AM)
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if(a_right)
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a_right.Crossed(AM)
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/obj/item/device/assembly_holder/on_found(mob/finder as mob)
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if(a_left)
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a_left.on_found(finder)
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if(a_right)
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a_right.on_found(finder)
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/obj/item/device/assembly_holder/Move()
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..()
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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/obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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..()
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/obj/item/device/assembly_holder/attackby(var/obj/item/weapon/W, var/mob/user)
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if(W.is_screwdriver())
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if(!a_left || !a_right)
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to_chat(user, "<span class='warning'> BUG:Assembly part missing, please report this!</span>")
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return
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a_left.toggle_secure()
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a_right.toggle_secure()
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secured = !secured
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if(secured)
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to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>\The [src] can now be taken apart!</span>")
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update_icon()
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return
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else
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..()
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/obj/item/device/assembly_holder/attack_self(var/mob/user)
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src.add_fingerprint(user)
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if(src.secured)
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if(!a_left || !a_right)
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to_chat(user, "<span class='warning'> BUG:Assembly part missing, please report this!</span>")
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return
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if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left") a_left.attack_self(user)
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if("Right") a_right.attack_self(user)
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return
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else
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if(!istype(a_left,/obj/item/device/assembly/igniter))
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a_left.attack_self(user)
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if(!istype(a_right,/obj/item/device/assembly/igniter))
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a_right.attack_self(user)
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else
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(a_left)
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a_left.holder = null
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a_left.forceMove(T)
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if(a_right)
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a_right.holder = null
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a_right.forceMove(T)
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qdel(src)
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/obj/item/device/assembly_holder/proc/process_activation(var/obj/D, var/normal = 1)
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if(!D)
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return 0
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if(!secured)
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visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
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if((normal) && (a_right) && (a_left))
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if(a_right != D)
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a_right.pulsed(0)
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if(a_left != D)
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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return 1
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/obj/item/device/assembly_holder/hear_talk(mob/M, list/message_pieces, verb)
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if(a_right)
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a_right.hear_talk(M, message_pieces, verb)
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if(a_left)
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a_left.hear_talk(M, message_pieces, verb)
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/obj/item/device/assembly_holder/timer_igniter
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name = "timer-igniter assembly"
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/obj/item/device/assembly_holder/timer_igniter/New()
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..()
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var/obj/item/device/assembly/igniter/ign = new(src)
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ign.secured = 1
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ign.holder = src
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var/obj/item/device/assembly/timer/tmr = new(src)
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tmr.time = 5
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tmr.secured = 1
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tmr.holder = src
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a_left = tmr
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a_right = ign
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secured = 1
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update_icon()
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name = initial(name) + " ([tmr.time] secs)"
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loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
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/obj/item/device/assembly_holder/timer_igniter/detached()
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loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
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..()
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/obj/item/device/assembly_holder/timer_igniter/verb/configure()
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set name = "Set Timer"
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set category = "Object"
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set src in usr
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if ( !(usr.stat || usr.restrained()) )
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var/obj/item/device/assembly_holder/holder
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if(istype(src,/obj/item/weapon/grenade/chem_grenade))
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var/obj/item/weapon/grenade/chem_grenade/gren = src
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holder=gren.detonator
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var/obj/item/device/assembly/timer/tmr = holder.a_left
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if(!istype(tmr,/obj/item/device/assembly/timer))
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tmr = holder.a_right
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if(!istype(tmr,/obj/item/device/assembly/timer))
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to_chat(usr, "<span class='notice'>This detonator has no timer.</span>")
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return
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if(tmr.timing)
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to_chat(usr, "<span class='notice'>Clock is ticking already.</span>")
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else
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var/ntime = input("Enter desired time in seconds", "Time", "5") as num
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if (ntime>0 && ntime<1000)
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tmr.time = ntime
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name = initial(name) + "([tmr.time] secs)"
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to_chat(usr, "<span class='notice'>Timer set to [tmr.time] seconds.</span>")
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else
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to_chat(usr, "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>")
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else
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to_chat(usr, "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>")
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