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@@ -8,8 +8,20 @@
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integrity_failure = 0.25
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armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
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/// The overlay for the closet's door
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var/obj/effect/overlay/closet_door/door_obj
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/// Whether or not this door is being animated
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var/is_animating_door = FALSE
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/// Vertical squish of the door
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var/door_anim_squish = 0.12
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/// The maximum angle the door will be drawn at
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var/door_anim_angle = 136
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/// X position of the closet door hinge
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var/door_hinge_x = -6.5
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/// Amount of time it takes for the door animation to play
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var/door_anim_time = 1.5 // set to 0 to make the door not animate at all
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var/icon_door = null
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var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
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var/has_door_icon = TRUE // Set to false to skip trying to draw a door icon.
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var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
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var/opened = FALSE
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@@ -18,6 +30,12 @@
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var/large = TRUE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/breakout_time = 1200
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/// How many pixels the closet can shift on the x axis when shaking
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var/x_shake_pixel_shift = 2
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/// How many pixels the closet can shift on the y axes when shaking
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var/y_shake_pixel_shift = 1
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var/message_cooldown
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var/can_weld_shut = TRUE
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var/horizontal = FALSE
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@@ -58,6 +76,7 @@
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/obj/structure/closet/Destroy()
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dump_contents(override = FALSE)
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QDEL_NULL(door_obj)
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return ..()
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/obj/structure/closet/update_icon()
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@@ -73,24 +92,75 @@
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/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
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. = new_overlays
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if(opened)
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. += "[icon_door_override ? icon_door : icon_state]_open"
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if(!is_animating_door)
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if(opened)
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. += "[icon_state]_open"
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return
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if(has_door_icon)
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. += "[icon_door || icon_state]_door"
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if(welded)
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. += icon_welded
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if(!secure)
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return
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if(broken)
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. += "off"
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. += "sparking"
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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/// Animates the closet door opening and closing
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/obj/structure/closet/proc/animate_door(closing = FALSE)
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if(!door_anim_time)
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return
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if(!door_obj)
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door_obj = new
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var/default_door_icon = "[icon_door || icon_state]_door"
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vis_contents += door_obj
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door_obj.icon = icon
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door_obj.icon_state = default_door_icon
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is_animating_door = TRUE
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var/num_steps = door_anim_time / world.tick_lag
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if(has_door_icon)
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. += "[icon_door || icon_state]_door"
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if(welded)
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. += icon_welded
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for(var/step in 0 to num_steps)
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var/angle = door_anim_angle * (closing ? 1 - (step/num_steps) : (step/num_steps))
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var/matrix/door_transform = get_door_transform(angle)
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var/door_state
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var/door_layer
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if(!secure)
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return
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if(broken)
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. += "off"
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. += "sparking"
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//Overlay is similar enough for both that we can use the same mask for both
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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if (angle >= 90)
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door_state = "[icon_state]_back"
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door_layer = FLOAT_LAYER
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else
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door_state = default_door_icon
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door_layer = ABOVE_MOB_LAYER
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if(step == 0)
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door_obj.transform = door_transform
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door_obj.icon_state = door_state
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door_obj.layer = door_layer
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else if(step == 1)
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animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
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else
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animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag)
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addtimer(CALLBACK(src, .proc/end_door_animation), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_CLIENT_TIME)
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/// Ends the door animation and removes the animated overlay
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/obj/structure/closet/proc/end_door_animation()
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is_animating_door = FALSE
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vis_contents -= door_obj
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update_icon()
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/// Calculates the matrix to be applied to the animated door overlay
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/obj/structure/closet/proc/get_door_transform(angle)
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var/matrix/door_matrix = matrix()
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door_matrix.Translate(-door_hinge_x, 0)
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door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
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door_matrix.Translate(door_hinge_x, 0)
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return door_matrix
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/obj/structure/closet/examine(mob/user)
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. = ..()
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@@ -176,6 +246,7 @@
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density = FALSE
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climb_time *= 0.5 //it's faster to climb onto an open thing
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dump_contents()
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animate_door(FALSE)
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update_icon()
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after_open(user, force)
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return TRUE
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@@ -242,6 +313,7 @@
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playsound(loc, close_sound, 15, TRUE, -3)
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opened = FALSE
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density = TRUE
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animate_door(TRUE)
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update_icon()
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after_close(user)
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return TRUE
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@@ -452,34 +524,38 @@
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return TRUE
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/obj/structure/closet/container_resist(mob/living/user)
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if(isstructure(loc))
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relay_container_resist(user, loc)
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if(opened)
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return
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if(ismovable(loc))
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// user.changeNext_move(CLICK_CD_BREAKOUT)
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// user.last_special = world.time + CLICK_CD_BREAKOUT
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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var/atom/movable/AM = loc
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AM.relay_container_resist(user, src)
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return
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if(!welded && !locked)
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open()
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return
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//okay, so the closet is either welded or locked... resist!!!
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// user.changeNext_move(CLICK_CD_BREAKOUT)
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// user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message("<span class='warning'>[src] begins to shake violently!</span>", \
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"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
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"<span class='hear'>You hear banging from [src].</span>")
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if(do_after(user, breakout_time, src, IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM))
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message(span_warning("[src] begins to shake violently!"), \
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span_notice("You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)"), \
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span_hear("You hear banging from [src]."))
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addtimer(CALLBACK(src, PROC_REF(check_if_shake)), 1 SECONDS)
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if(do_after(user,(breakout_time), target = src))
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if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
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return
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//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
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user.visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>",
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"<span class='notice'>You successfully break out of [src]!</span>")
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user.visible_message(span_danger("[user] successfully broke out of [src]!"),
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span_notice("You successfully break out of [src]!"))
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bust_open()
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else
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if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
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to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
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to_chat(user, span_warning("You fail to break out of [src]!"))
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/obj/structure/closet/proc/bust_open()
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welded = FALSE //applies to all lockers
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@@ -487,6 +563,27 @@
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broken = TRUE //applies to secure lockers only
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open()
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/// Check if someone is still resisting inside, and choose to either keep shaking or stop shaking the closet
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/obj/structure/closet/proc/check_if_shake()
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// Assuming we decide to shake again, how long until we check to shake again
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var/next_check_time = 1 SECONDS
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// How long we shake between different calls of Shake(), so that it starts shaking and stops, instead of a steady shake
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var/shake_duration = 0.3 SECONDS
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for(var/mob/living/mob in contents)
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if(DOING_INTERACTION_WITH_TARGET(mob, src))
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// Shake and queue another check_if_shake
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Shake(x_shake_pixel_shift, y_shake_pixel_shift, shake_duration, shake_interval = 0.1 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(check_if_shake)), next_check_time)
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return TRUE
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// If we reach here, nobody is resisting, so dont shake
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return FALSE
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/obj/structure/closet/relay_container_resist(mob/living/user, obj/container)
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container.container_resist()
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/obj/structure/closet/AltClick(mob/user)
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..()
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if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
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