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http://code.google.com/p/tgstation13/issues/detail?id=440 ◘The problem: People being able to move while resting/lying ◘What caused it: When a user decided to press "rest", a single variable, resting, was switched from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw the mob resting && his weakness being 0 or less, it would just give him 2 seconds of being-weak, through Weaken(2). Later on, the proc called update_canmove() to see if the guy had the ability to move due to weakness but also due to reagents/drugs/sleep etc. At every tick, this proc also reduced mob.weakness by 1. The chain that led to the problem was: ○User decides to rest ○resting is set to 1, handle_regular_status_updates() runs ○Proc sees that the user's resting var == 1. Does mob.weakness = 2 ○Proc handles weakness. mob.weakness -= 1. It is now 1. ○update_canmove() is blind to resting, though sees that there's weakness. Sets canmove to 0 ○Proc runs again the following second ○Proc sees user is resting. ○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1. ○Proc handles weakness, mob.weakness-=1. It is now 0. ○update_canmove() now sees that there's no weakness, and sets canmove to 1, even though the user is still resting & lying ○For a second, the user is able to roll around on his lying butt ○Proc runs again, giving Weaken(2) and disables movement again, and the circle repeats. ◘How it got fixed: Made update_canmove() not blind to resting. I don't like this solution, as resting still equals weakening and there's wasted processing, albeit miniscule. I will try to work on something better. ◘Sleep can now go over 1 again, some dumb shit did not realise this and led to sleep being weak as hell. You can now put people to permanent sleep through anaesthetic gasses and toxins. Deciding to sleep will put you out for 20. Deciding to faint will put you out for 10. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3442 316c924e-a436-60f5-8080-3fe189b3f50e
563 lines
15 KiB
Plaintext
563 lines
15 KiB
Plaintext
/obj/screen
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name = "screen"
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icon = 'screen1.dmi'
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layer = 20.0
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unacidable = 1
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var/id = 0.0
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var/obj/master
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/obj/screen/close
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name = "close"
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master = null
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/obj/screen/close/DblClick()
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if (src.master)
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src.master:close(usr)
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return
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/obj/screen/grab
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name = "grab"
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master = null
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/obj/screen/storage
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name = "storage"
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master = null
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/obj/screen/storage/attackby(W, mob/user as mob)
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src.master.attackby(W, user)
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return
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/obj/screen/zone_sel
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name = "Damage Zone"
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icon = 'zone_sel.dmi'
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icon_state = "blank"
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var/selecting = "chest"
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screen_loc = "EAST+1,NORTH"
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/obj/screen/zone_sel/MouseDown(location, control,params)
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// Changes because of 4.0
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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if (icon_y < 2)
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return
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else if (icon_y < 5)
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if ((icon_x > 9 && icon_x < 23))
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if (icon_x < 16)
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selecting = "r_foot"
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else
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selecting = "l_foot"
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else if (icon_y < 11)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 16)
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selecting = "r_leg"
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else
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selecting = "l_leg"
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else if (icon_y < 12)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 14)
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selecting = "r_leg"
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else if (icon_x < 19)
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selecting = "groin"
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else
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selecting = "l_leg"
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else
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return
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else if (icon_y < 13)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_hand"
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else if (icon_x < 13)
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selecting = "r_leg"
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else if (icon_x < 20)
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selecting = "groin"
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else if (icon_x < 21)
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selecting = "l_leg"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 14)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_hand"
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else if (icon_x < 21)
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selecting = "groin"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 16)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 13)
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selecting = "r_hand"
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else if (icon_x < 20)
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selecting = "chest"
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else
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selecting = "l_hand"
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else
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return
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else if (icon_y < 23)
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if ((icon_x > 7 && icon_x < 25))
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if (icon_x < 12)
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selecting = "r_arm"
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else if (icon_x < 21)
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selecting = "chest"
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else
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selecting = "l_arm"
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else
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return
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else if (icon_y < 24)
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if ((icon_x > 11 && icon_x < 21))
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selecting = "chest"
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else
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return
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else if (icon_y < 25)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 16)
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selecting = "head"
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else if (icon_x < 17)
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selecting = "mouth"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 26)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 18)
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selecting = "mouth"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 27)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 16)
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selecting = "eyes"
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else if (icon_x < 17)
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selecting = "mouth"
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else if (icon_x < 18)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 28)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 14)
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selecting = "head"
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else if (icon_x < 19)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 29)
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if ((icon_x > 11 && icon_x < 21))
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if (icon_x < 15)
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selecting = "head"
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else if (icon_x < 16)
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selecting = "eyes"
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else if (icon_x < 17)
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selecting = "head"
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else if (icon_x < 18)
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selecting = "eyes"
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else
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selecting = "head"
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else
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return
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else if (icon_y < 31)
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if ((icon_x > 11 && icon_x < 21))
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selecting = "head"
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else
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return
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else
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return
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overlays = null
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overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", selecting))
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return
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/obj/screen/grab/Click()
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master:s_click(src)
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return
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/obj/screen/grab/DblClick()
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master:s_dbclick(src)
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return
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/obj/screen/grab/attack_hand()
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return
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/obj/screen/grab/attackby()
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return
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/obj/screen/Click(location, control, params)
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var/list/pa = params2list(params)
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switch(name)
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if("map")
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usr.clearmap()
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if("maprefresh")
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var/obj/machinery/computer/security/seccomp = usr.machine
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if(seccomp!=null)
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seccomp.drawmap(usr)
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else
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usr.clearmap()
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if("other")
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if (usr.hud_used.show_otherinventory)
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usr.hud_used.show_otherinventory = 0
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usr.client.screen -= usr.hud_used.other
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else
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usr.hud_used.show_otherinventory = 1
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usr.client.screen += usr.hud_used.other
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usr.hud_used.other_update()
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if("act_intent")
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if(pa.Find("left"))
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switch(usr.a_intent)
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if("help")
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("disarm")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("hurt")
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("grab")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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switch(usr.a_intent)
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if("help")
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("disarm")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("hurt")
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("grab")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("arrowleft")
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switch(usr.a_intent)
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if("help")
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if(issilicon(usr))
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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else
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("disarm")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("hurt")
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if(issilicon(usr))
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("grab")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("arrowright")
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switch(usr.a_intent)
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if("help")
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if(issilicon(usr))
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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else
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usr.a_intent = "disarm"
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usr.hud_used.action_intent.icon_state = "disarm"
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if("disarm")
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usr.a_intent = "hurt"
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usr.hud_used.action_intent.icon_state = "harm"
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if("hurt")
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if(issilicon(usr))
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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else
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usr.a_intent = "grab"
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usr.hud_used.action_intent.icon_state = "grab"
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if("grab")
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usr.a_intent = "help"
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usr.hud_used.action_intent.icon_state = "help"
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if("mov_intent")
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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usr.hud_used.move_intent.icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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usr.hud_used.move_intent.icon_state = "running"
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if("intent")
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if (!( usr.intent ))
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switch(usr.a_intent)
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if("help")
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usr.intent = "13,15"
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if("disarm")
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usr.intent = "14,15"
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if("hurt")
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usr.intent = "15,15"
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if("grab")
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usr.intent = "12,15"
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else
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usr.intent = null
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if("m_intent")
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if (!( usr.m_int ))
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switch(usr.m_intent)
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if("run")
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usr.m_int = "13,14"
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if("walk")
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usr.m_int = "14,14"
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if("face")
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usr.m_int = "15,14"
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else
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usr.m_int = null
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if("walk")
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usr.m_intent = "walk"
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usr.m_int = "14,14"
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if("face")
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usr.m_intent = "face"
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usr.m_int = "15,14"
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if("run")
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usr.m_intent = "run"
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usr.m_int = "13,14"
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if("hurt")
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usr.a_intent = "hurt"
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usr.intent = "15,15"
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if("grab")
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usr.a_intent = "grab"
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usr.intent = "12,15"
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if("disarm")
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if (istype(usr, /mob/living/carbon/human))
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var/mob/M = usr
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M.a_intent = "disarm"
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M.intent = "14,15"
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if("help")
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usr.a_intent = "help"
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usr.intent = "13,15"
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if("Reset Machine")
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usr.machine = null
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if("internal")
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if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
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if (usr.internal)
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usr.internal = null
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usr << "\blue No longer running on internals."
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if (usr.internals)
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usr.internals.icon_state = "internal0"
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else
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if(ishuman(usr))
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if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
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usr << "\red You are not wearing a mask"
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return
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else
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if (istype(usr.back, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.back] on your back."
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usr.internal = usr.back
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else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]."
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usr.internal = usr:s_store
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else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:belt] on your belt."
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usr.internal = usr:belt
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else if (istype(usr:l_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket."
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usr.internal = usr:l_store
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else if (istype(usr:r_store, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket."
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usr.internal = usr:r_store
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else if (istype(usr.l_hand, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand."
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usr.internal = usr.l_hand
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else if (istype(usr.r_hand, /obj/item/weapon/tank))
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usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand."
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usr.internal = usr.r_hand
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if (usr.internal)
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//for(var/mob/M in viewers(usr, 1))
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// M.show_message(text("[] is now running on internals.", usr), 1)
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if (usr.internals)
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usr.internals.icon_state = "internal1"
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else
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usr << "\blue You don't have an oxygen tank."
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if("pull")
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usr.pulling = null
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if("sleep")
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if(usr.sleeping)
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return
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else
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usr.sleeping = 20 //Short nap
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if("rest")
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usr.resting = !( usr.resting )
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//kavala2
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if("throw")
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if (!usr.stat && isturf(usr.loc) && !usr.restrained())
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usr:toggle_throw_mode()
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if("drop")
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usr.drop_item_v()
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if("swap")
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usr:swap_hand()
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if("hand")
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usr:swap_hand()
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if("resist")
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if(usr.next_move > world.time)
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return
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usr.next_move = world.time + 20
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if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
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var/resisting = 0
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for(var/obj/O in usr.requests)
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del(O)
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resisting++
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for(var/obj/item/weapon/grab/G in usr.grabbed_by)
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resisting++
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if (G.state == 1)
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del(G)
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else
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if (G.state == 2)
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if (prob(25))
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red [] has broken free of []'s grip!", usr, G.assailant), 1)
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del(G)
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else
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if (G.state == 3)
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if (prob(5))
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red [] has broken free of []'s headlock!", usr, G.assailant), 1)
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del(G)
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if(resisting)
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for(var/mob/O in viewers(usr, null))
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O.show_message(text("\red <B>[] resists!</B>", usr), 1)
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if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
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usr.next_move = world.time + 100
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usr.last_special = world.time + 100
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if(isalienadult(usr) || usr.mutations & HULK)//Don't want to do a lot of logic gating here.
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usr << "\green You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
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for(var/mob/O in viewers(usr))
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O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", usr), 1)
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spawn(0)
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if(do_after(usr, 50))
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if(!usr:handcuffed || usr:buckled)
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return
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for(var/mob/O in viewers(usr))
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O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", usr), 1)
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usr << "\green You successfully break your handcuffs."
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del(usr:handcuffed)
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|
usr:handcuffed = null
|
|
else
|
|
usr << "\red You attempt to remove your handcuffs. (This will take around 2 minutes and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] attempts to remove the handcuffs!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 1200))
|
|
if(!usr:handcuffed || usr:buckled)
|
|
return // time leniency for lag which also might make this whole thing pointless but the server
|
|
for(var/mob/O in viewers(usr))// lags so hard that 40s isn't lenient enough - Quarxink
|
|
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
|
|
usr << "\blue You successfully remove your handcuffs."
|
|
usr:handcuffed:loc = usr:loc
|
|
usr:handcuffed = null
|
|
if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled)
|
|
usr.next_move = world.time + 100
|
|
usr.last_special = world.time + 100
|
|
usr << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] attempts to unbuckle themself!</B>", usr), 1)
|
|
spawn(0)
|
|
if(do_after(usr, 1200))
|
|
if(!usr:buckled)
|
|
return
|
|
for(var/mob/O in viewers(usr))
|
|
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
|
|
usr << "\blue You successfully unbuckle yourself."
|
|
usr:buckled.manual_unbuckle(usr)
|
|
|
|
|
|
if("module")
|
|
if(issilicon(usr))
|
|
if(usr:module)
|
|
return
|
|
usr:pick_module()
|
|
|
|
if("radio")
|
|
if(issilicon(usr))
|
|
usr:radio_menu()
|
|
if("panel")
|
|
if(issilicon(usr))
|
|
usr:installed_modules()
|
|
|
|
if("store")
|
|
if(issilicon(usr))
|
|
usr:uneq_active()
|
|
|
|
if("module1")
|
|
if(usr:module_state_1)
|
|
if(usr:module_active != usr:module_state_1)
|
|
usr:inv1.icon_state = "inv1 +a"
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = usr:module_state_1
|
|
else
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:module_active = null
|
|
|
|
if("module2")
|
|
if(usr:module_state_2)
|
|
if(usr:module_active != usr:module_state_2)
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:inv2.icon_state = "inv2 +a"
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = usr:module_state_2
|
|
else
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:module_active = null
|
|
|
|
if("module3")
|
|
if(usr:module_state_3)
|
|
if(usr:module_active != usr:module_state_3)
|
|
usr:inv1.icon_state = "inv1"
|
|
usr:inv2.icon_state = "inv2"
|
|
usr:inv3.icon_state = "inv3 +a"
|
|
usr:module_active = usr:module_state_3
|
|
else
|
|
usr:inv3.icon_state = "inv3"
|
|
usr:module_active = null
|
|
|
|
else
|
|
DblClick()
|
|
return
|
|
|
|
/obj/screen/attack_hand(mob/user as mob, using)
|
|
user.db_click(name, using)
|
|
return
|
|
|
|
/obj/screen/attack_paw(mob/user as mob, using)
|
|
user.db_click(name, using)
|
|
return
|