mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 03:27:46 +01:00
Revert "Bay update."
This commit is contained in:
@@ -77,7 +77,7 @@ var/global/list/image/splatter_cache=list()
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var/obj/item/organ/external/l_foot = perp.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = perp.get_organ("r_foot")
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var/hasfeet = 1
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if((!l_foot || l_foot.is_stump()) && (!r_foot || r_foot.is_stump()))
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if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
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hasfeet = 0
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if(perp.shoes && !perp.buckled)//Adding blood to shoes
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var/obj/item/clothing/shoes/S = perp.shoes
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@@ -167,9 +167,6 @@
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if(temp && !temp.is_usable())
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user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
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return
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if(!temp)
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user << "<span class='notice'>You try to use your hand, but realize it is no longer attached!</span>"
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return
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src.pickup(user)
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if (istype(src.loc, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = src.loc
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@@ -260,9 +257,6 @@
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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layer = 20
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if(user.client) user.client.screen |= src
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if(user.pulling == src) user.stop_pulling()
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return
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//Defines which slots correspond to which slot flags
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@@ -18,12 +18,10 @@
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/obj/item/device/chameleon/dropped()
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disrupt()
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..()
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/obj/item/device/chameleon/equipped()
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..()
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disrupt()
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..()
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/obj/item/device/chameleon/attack_self()
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toggle()
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@@ -322,7 +322,7 @@
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qdel(src)
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/obj/item/device/paicard/see_emote(mob/living/M, text)
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if(pai && pai.client && !pai.canmove)
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if(pai && pai.client)
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var/rendered = "<span class='message'>[text]</span>"
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pai.show_message(rendered, 2)
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..()
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@@ -71,10 +71,6 @@
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icon_state = "meson"
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icon = 'icons/obj/clothing/glasses.dmi'
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/obj/item/borg/sight/material
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name = "\proper material scanner vision"
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sight_mode = BORGMATERIAL
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/obj/item/borg/sight/hud
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name = "hud"
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var/obj/item/clothing/glasses/hud/hud = null
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@@ -71,7 +71,7 @@
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var/uses = 10
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/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user)
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var/used_uses = A.emag_act(uses, user, src)
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var/used_uses = A.emag_act(uses, user)
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if(used_uses < 0)
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return ..(A, user)
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@@ -15,15 +15,7 @@
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/*
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* Soap
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*/
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/obj/item/weapon/soap/New()
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..()
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create_reagents(5)
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wet()
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/obj/item/weapon/soap/proc/wet()
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reagents.add_reagent("cleaner", 5)
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/obj/item/weapon/soap/Crossed(AM as mob|obj)
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/obj/item/weapon/soap/Crossed(AM as mob|obj) //EXACTLY the same as bananapeel for now, so it makes sense to put it in the same dm -- Urist
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if (istype(AM, /mob/living))
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var/mob/living/M = AM
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M.slip("the [src.name]",3)
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@@ -40,10 +32,7 @@
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else if(istype(target,/turf))
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user << "<span class='notice'>You scrub \the [target.name] clean.</span>"
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var/turf/T = target
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T.clean(src, user)
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else if(istype(target,/obj/structure/sink))
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user << "<span class='notice'>You wet \the [src] in the sink.</span>"
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wet()
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T.clean(src)
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else
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user << "<span class='notice'>You clean \the [target.name].</span>"
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target.clean_blood()
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@@ -164,7 +164,7 @@
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playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to_obj(src, G.reagents.total_volume)
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G.reagents.trans_to(src, G.reagents.total_volume)
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if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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@@ -6,7 +6,6 @@
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name = "implant"
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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w_class = 1
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var/implanted = null
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var/mob/imp_in = null
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var/obj/item/organ/external/part = null
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@@ -38,20 +38,14 @@
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if (reagents.total_volume > 0)
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reagents.trans_to_mob(M, reagents.total_volume, CHEM_INGEST)
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if(M == user)
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if(!M.can_eat(loaded))
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return
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M.visible_message("<span class='notice'>\The [user] eats some [loaded] from \the [src].</span>")
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else
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user.visible_message("<span class='warning'>\The [user] begins to feed \the [M]!</span>")
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if(!(M.can_force_feed(user, loaded) && do_mob(user, M, 5 SECONDS)))
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return
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M.visible_message("<span class='notice'>\The [user] feeds some [loaded] to \the [M] with \the [src].</span>")
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playsound(M.loc,'sound/items/eatfood.ogg', rand(10,40), 1)
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overlays.Cut()
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return
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else
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user << "<span class='warning'>You don't have anything on \the [src].</span>" //if we have help intent and no food scooped up DON'T STAB OURSELVES WITH THE FORK
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return
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..()
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/obj/item/weapon/material/kitchen/utensil/fork
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name = "fork"
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@@ -96,14 +90,14 @@
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/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>You accidentally cut yourself with \the [src].</span>"
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user << "<span class='warning'>You accidentally cut yourself with the [src].</span>"
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user.take_organ_damage(20)
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return
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return ..()
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/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>You somehow managed to cut yourself with \the [src].</span>"
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user << "<span class='warning'>You somehow managed to cut yourself with the [src].</span>"
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user.take_organ_damage(20)
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return
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return ..()
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@@ -126,7 +120,7 @@
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/obj/item/weapon/material/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>\The [src] slips out of your hand and hits your head.</span>"
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user << "<span class='warning'>The [src] slips out of your hand and hits your head.</span>"
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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@@ -14,7 +14,19 @@
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/obj/item/weapon/mop/New()
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create_reagents(30)
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create_reagents(5)
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//expects an atom containing the reagents used to clean the turf
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/turf/proc/clean(atom/source)
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if(source.reagents.has_reagent("water", 1))
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clean_blood()
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if(istype(src, /turf/simulated))
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var/turf/simulated/T = src
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T.dirt = 0
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for(var/obj/effect/O in src)
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if(istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay))
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qdel(O)
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source.reagents.trans_to_turf(src, 1, 10) //10 is the multiplier for the reaction effect. probably needed to wet the floor properly.
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/obj/item/weapon/mop/afterattack(atom/A, mob/user, proximity)
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if(!proximity) return
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@@ -28,7 +40,7 @@
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if(do_after(user, 40))
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var/turf/T = get_turf(A)
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if(T)
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T.clean(src, user)
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T.clean(src)
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user << "<span class='notice'>You have finished mopping!</span>"
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@@ -35,7 +35,7 @@
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else
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user << "<span class='warning'>Access Denied</span>"
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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if(emag_act(INFINITY, user, W, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
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if(emag_act(INFINITY, user, "The locker has been sliced open by [user] with an energy blade!", "You hear metal being sliced and sparks flying."))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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@@ -55,7 +55,7 @@
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..()
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return
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/obj/item/weapon/storage/lockbox/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
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/obj/item/weapon/storage/lockbox/emag_act(var/remaining_charges, var/mob/user, var/visual_feedback = "", var/audible_feedback = "")
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if(!broken)
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if(visual_feedback)
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visual_feedback = "<span class='warning'>[visual_feedback]</span>"
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@@ -33,7 +33,7 @@
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(locked)
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if (istype(W, /obj/item/weapon/melee/energy/blade) && emag_act(INFINITY, user, "You slice through the lock of \the [src]"))
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if (emag_act(INFINITY, user, "You slice through the lock of \the [src]"))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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@@ -165,18 +165,19 @@
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.forceMove(src.loc)
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A.ex_act(severity + 1)
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A.ex_act(severity++)
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qdel(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity + 1)
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A.ex_act(severity++)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity++)
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qdel(src)
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/obj/structure/closet/proc/damage(var/damage)
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@@ -66,12 +66,11 @@
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.forceMove(src.loc)
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else if(W.GetID())
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var/obj/item/weapon/card/id/I = W.GetID()
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else if(istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "<span class='warning'>It appears to be broken.</span>"
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return
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var/obj/item/weapon/card/id/I = W
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if(!I || !I.registered_name) return
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if(src.allowed(user) || !src.registered_name || (istype(I) && (src.registered_name == I.registered_name)))
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//they can open all lockers, or nobody owns this, or they own this locker
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@@ -90,7 +90,7 @@
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else
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togglelock(user)
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/obj/structure/closet/secure_closet/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
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/obj/structure/closet/secure_closet/emag_act(var/remaining_charges, var/mob/user, var/visual_feedback, var/audible_feedback)
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if(!broken)
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broken = 1
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locked = 0
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@@ -100,11 +100,8 @@
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if(visual_feedback)
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visible_message(visual_feedback, audible_feedback)
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else if(user && emag_source)
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visible_message("<span class='warning'>\The [src] has been broken by \the [user] with \an [emag_source]!</span>", "You hear a faint electrical spark.")
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else
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visible_message("<span class='warning'>\The [src] sparks and breaks open!</span>", "You hear a faint electrical spark.")
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return 1
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visible_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", "You hear a faint electrical spark.")
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/obj/structure/closet/secure_closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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@@ -135,7 +135,7 @@
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return 1
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if(is_full_window())
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) & dir)
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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@@ -187,8 +187,8 @@
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playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
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user.do_attack_animation(src)
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usr.visible_message("<span class='danger'>\The [usr] bangs against \the [src]!</span>",
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"<span class='danger'>You bang against \the [src]!</span>",
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usr.visible_message("<span class='danger'>[usr.name] bangs against the [src.name]!</span>",
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"<span class='danger'>You bang against the [src.name]!</span>",
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"You hear a banging sound.")
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else
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playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
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@@ -295,7 +295,7 @@
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if(usr.incapacitated())
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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Reference in New Issue
Block a user