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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
324 lines
11 KiB
Plaintext
324 lines
11 KiB
Plaintext
/obj/item/extinguisher
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name = "fire extinguisher"
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desc = "A traditional red fire extinguisher."
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icon = 'icons/obj/tools.dmi' // SKYRAT EDIT CHANGE - ICON OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "fire_extinguisher0"
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worn_icon_state = "fire_extinguisher"
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inhand_icon_state = "fire_extinguisher"
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hitsound = 'sound/weapons/smash.ogg'
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obj_flags = CONDUCTS_ELECTRICITY
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 7
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force = 10
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demolition_mod = 1.25
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.9)
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attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes")
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attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash")
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dog_fashion = /datum/dog_fashion/back
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resistance_flags = FIRE_PROOF
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interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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/// The max amount of water this extinguisher can hold.
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var/max_water = 50
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/// Does the welder extinguisher start with water.
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var/starting_water = TRUE
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/// Cooldown between uses.
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var/last_use = 1
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/// Chem we use for our extinguishing.
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var/chem = /datum/reagent/water
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/// Can we actually fire currently?
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var/safety = TRUE
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/// Can we refill this at a water tank?
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var/refilling = FALSE
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/// What tank we need to refill this.
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var/tanktypes = list(
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/obj/structure/reagent_dispensers/watertank,
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/obj/structure/reagent_dispensers/plumbed,
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/obj/structure/reagent_dispensers/water_cooler,
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)
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/// something that should be replaced with base_icon_state
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var/sprite_name = "fire_extinguisher"
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/// Maximum distance launched water will travel.
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var/power = 5
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/// By default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row.
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var/precision = FALSE
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/// Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled.
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var/cooling_power = 2
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/// Icon state when inside a tank holder.
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var/tank_holder_icon_state = "holder_extinguisher"
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/ghettojetpack)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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register_context()
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/obj/item/extinguisher/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(held_item != src)
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return
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context[SCREENTIP_CONTEXT_LMB] = "Engage nozzle"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Empty"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/extinguisher/empty
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starting_water = FALSE
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/obj/item/extinguisher/mini
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name = "pocket fire extinguisher"
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desc = "A light and compact fibreglass-framed model fire extinguisher."
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icon_state = "miniFE0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 2
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT* 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "miniFE"
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dog_fashion = null
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/obj/item/extinguisher/mini/empty
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starting_water = FALSE
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/obj/item/extinguisher/crafted
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name = "Improvised cooling spray"
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desc = "Spraycan turned coolant dispenser. Can be sprayed on containers to cool them. Refill using water."
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icon_state = "coolant0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 1
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "coolant"
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dog_fashion = null
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cooling_power = 1.5
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power = 3
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/obj/item/extinguisher/crafted/attack_self(mob/user)
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safety = !safety
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icon_state = "[sprite_name][!safety]"
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to_chat(user, "[safety ? "You remove the straw and put it on the side of the cool canister" : "You insert the straw, readying it for use"].")
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/obj/item/extinguisher/proc/refill()
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if(!chem)
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return
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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if(tank_holder_icon_state)
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AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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if(starting_water)
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refill()
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else if(chem)
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create_reagents(max_water, AMOUNT_VISIBLE)
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/obj/item/extinguisher/advanced
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name = "advanced fire extinguisher"
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desc = "Used to stop thermonuclear fires from spreading inside your engine."
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icon_state = "foam_extinguisher0"
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worn_icon_state = "foam_extinguisher"
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inhand_icon_state = "foam_extinguisher"
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tank_holder_icon_state = "holder_foam_extinguisher"
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dog_fashion = null
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chem = /datum/reagent/firefighting_foam
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tanktypes = list(
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/obj/structure/reagent_dispensers/foamtank,
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/obj/structure/reagent_dispensers/plumbed,
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)
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sprite_name = "foam_extinguisher"
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precision = TRUE
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max_water = 100
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/obj/item/extinguisher/advanced/empty
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starting_water = FALSE
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/obj/item/extinguisher/suicide_act(mob/living/carbon/user)
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if (!safety && (reagents.total_volume >= 1))
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user.visible_message(span_suicide("[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!"))
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interact_with_atom(user, user)
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return OXYLOSS
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else if (safety && (reagents.total_volume >= 1))
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!"))
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return SHAME
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else
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!"))
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return SHAME
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/obj/item/extinguisher/attack_self(mob/user)
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safety = !safety
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src.icon_state = "[sprite_name][!safety]"
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balloon_alert(user, "safety [safety ? "on" : "off"]")
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return
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/obj/item/extinguisher/attack(mob/M, mob/living/user)
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if(!user.combat_mode && !safety) //If we're on help intent and going to spray people, don't bash them.
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/attack_atom(obj/O, mob/living/user, params)
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if(AttemptRefill(O, user))
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refilling = TRUE
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/examine(mob/user)
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. = ..()
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. += "The safety is [safety ? "on" : "off"]."
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if(reagents.total_volume)
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. += span_notice("Alt-click to empty it.")
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/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
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if(is_type_in_list(target, tanktypes) && target.Adjacent(user))
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if(reagents.total_volume == reagents.maximum_volume)
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balloon_alert(user, "already full!")
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return TRUE
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// Make sure we're refilling with the proper chem.
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if(!(target.reagents.has_reagent(chem, check_subtypes = TRUE)))
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balloon_alert(user, "can't refill with this liquid!")
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return TRUE
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var/obj/structure/reagent_dispensers/W = target //will it work?
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var/transferred = W.reagents.trans_to(src, max_water, transferred_by = user)
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if(transferred > 0)
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to_chat(user, span_notice("\The [src] has been refilled by [transferred] units."))
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playsound(src.loc, 'sound/effects/refill.ogg', 50, TRUE, -6)
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for(var/datum/reagent/water/R in reagents.reagent_list)
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R.cooling_temperature = cooling_power
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else
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to_chat(user, span_warning("\The [W] is empty!"))
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return TRUE
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else
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return FALSE
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/obj/item/extinguisher/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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return interact_with_atom(interacting_with, user, modifiers)
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/obj/item/extinguisher/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if (interacting_with.loc == user)
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return NONE
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if(refilling)
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refilling = FALSE
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return NONE
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if(safety)
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return NONE
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if (src.reagents.total_volume < 1)
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balloon_alert(user, "it's empty!")
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return .
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if (world.time < src.last_use + 12)
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return .
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src.last_use = world.time
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playsound(src.loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
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var/direction = get_dir(src,interacting_with)
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if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
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var/obj/B = user.buckled
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var/movementdirection = REVERSE_DIR(direction)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/extinguisher, move_chair), B, movementdirection), 0.1 SECONDS)
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else
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user.newtonian_move(REVERSE_DIR(direction))
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//Get all the turfs that can be shot at
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var/turf/T = get_turf(interacting_with)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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if(precision)
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var/turf/T3 = get_step(T1, turn(direction, 90))
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var/turf/T4 = get_step(T2,turn(direction, -90))
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the_targets.Add(T3,T4)
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var/list/water_particles = list()
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for(var/a in 1 to 5)
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var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src))
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var/my_target = pick(the_targets)
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water_particles[water] = my_target
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// If precise, remove turf from targets so it won't be picked more than once
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if(precision)
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the_targets -= my_target
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var/datum/reagents/water_reagents = new /datum/reagents(5)
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water.reagents = water_reagents
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water_reagents.my_atom = water
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reagents.trans_to(water, 1, transferred_by = user)
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//Make em move dat ass, hun
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move_particles(water_particles)
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return ITEM_INTERACT_SKIP_TO_ATTACK // You can smack while spraying
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//Particle movement loop
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/obj/item/extinguisher/proc/move_particles(list/particles)
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var/delay = 2
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// Second loop: Get all the water particles and make them move to their target
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for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles)
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water.move_at(particles[water], delay, power)
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//Chair movement loop
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/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
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var/datum/move_loop/loop = GLOB.move_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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//This means the chair slowing down is dependant on the extinguisher existing, which is weird
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//Couldn't figure out a better way though
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(manage_chair_speed))
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/obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source)
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SIGNAL_HANDLER
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switch(source.lifetime)
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if(4 to 5)
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source.delay = 2
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if(1 to 3)
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source.delay = 3
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/obj/item/extinguisher/click_alt(mob/user)
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if(!user.is_holding(src))
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to_chat(user, span_notice("You must be holding the [src] in your hands do this!"))
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return CLICK_ACTION_BLOCKING
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EmptyExtinguisher(user)
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return CLICK_ACTION_SUCCESS
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/obj/item/extinguisher/proc/EmptyExtinguisher(mob/user)
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if(loc == user && reagents.total_volume)
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reagents.expose(user.loc, TOUCH)
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reagents.clear_reagents()
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user.visible_message(span_notice("[user] empties out \the [src] onto the floor using the release valve."), span_info("You quietly empty out \the [src] using its release valve."))
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//firebot assembly
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/obj/item/extinguisher/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/bodypart/arm/left/robot) || istype(O, /obj/item/bodypart/arm/right/robot))
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to_chat(user, span_notice("You add [O] to [src]."))
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/firebot)
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else
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..()
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/obj/item/extinguisher/anti
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name = "fire extender"
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desc = "A traditional red fire extinguisher. Made in Britain... wait, what?"
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chem = /datum/reagent/fuel
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tanktypes = list(
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/obj/structure/reagent_dispensers/fueltank,
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/obj/structure/reagent_dispensers/plumbed
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)
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cooling_power = 0
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