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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
264 lines
7.0 KiB
Plaintext
264 lines
7.0 KiB
Plaintext
/obj/item/inflatable
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name = "inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall"
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w_class = ITEMSIZE_NORMAL
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attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "<span class='notice'>You inflate [src].</span>"
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var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable
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name = "inflatable wall"
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desc = "An inflated membrane. Do not puncture."
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density = 1
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anchored = 1
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opacity = 0
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "wall"
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var/health = 50.0
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/obj/structure/inflatable/New(location)
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..()
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update_nearby_tiles(need_rebuild=1)
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/obj/structure/inflatable/Destroy()
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update_nearby_tiles()
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..()
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/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 0
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/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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health -= proj_damage
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..()
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if(health <= 0)
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deflate(1)
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return
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/obj/structure/inflatable/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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deflate(1)
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return
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if(3.0)
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if(prob(50))
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deflate(1)
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return
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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/obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return
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if (can_puncture(W))
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visible_message("<span class='danger'>[user] pierces [src] with [W]!</span>")
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deflate(1)
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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..()
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return
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/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
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health = max(0, health - damage)
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if(sound_effect)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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deflate(1)
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/obj/structure/inflatable/proc/deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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else
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//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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if(isobserver(usr)) //to stop ghosts from deflating
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return
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verbs -= /obj/structure/inflatable/verb/hand_deflate
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deflate()
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/obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb)
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health -= damage
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user.do_attack_animation(src)
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] [attack_verb] open the [src]!</span>")
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spawn(1) deflate(1)
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else
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user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
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return 1
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/obj/item/inflatable/door/
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name = "inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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user << "<span class='notice'>You inflate [src].</span>"
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var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable/door //Based on mineral door code
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name = "inflatable door"
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density = 1
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anchored = 1
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opacity = 0
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "door_closed"
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group)
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return state
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/inflatable/door/proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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update_nearby_tiles()
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/obj/structure/inflatable/door/proc/Open()
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isSwitchingStates = 1
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flick("door_opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/proc/Close()
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isSwitchingStates = 1
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flick("door_closing",src)
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sleep(10)
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density = 1
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opacity = 0
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state = 0
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/update_icon()
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if(state)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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/obj/structure/inflatable/door/deflate(var/violent=0)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(violent)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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else
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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attack_self(mob/user)
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user << "<span class='notice'>The inflatable wall is too torn to be inflated!</span>"
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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attack_self(mob/user)
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user << "<span class='notice'>The inflatable door is too torn to be inflated!</span>"
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add_fingerprint(user)
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/obj/item/weapon/storage/briefcase/inflatable
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name = "inflatable barrier box"
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desc = "Contains inflatable walls and doors."
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icon_state = "inf_box"
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item_state = "syringe_kit"
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w_class = ITEMSIZE_NORMAL
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max_storage_space = ITEMSIZE_COST_NORMAL * 7
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can_hold = list(/obj/item/inflatable)
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New()
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..()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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