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Merge pull request #7801 from Mloc/bs12-glowypipes
refactor buckling + glowy HE pipes
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@@ -354,6 +354,8 @@
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else if (W == handcuffed)
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handcuffed = null
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update_inv_handcuffed()
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if(buckled && buckled.buckle_require_restraints)
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buckled.unbuckle_mob()
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else if (W == legcuffed)
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legcuffed = null
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@@ -131,6 +131,10 @@
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else
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msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
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//buckled
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if(buckled)
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msg += "<span class='warning'>[t_He] [t_is] \icon[buckled] buckled to [buckled]!</span>\n"
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//belt
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if(belt)
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if(belt.blood_DNA)
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@@ -167,6 +167,8 @@
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update_inv_back()
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else if (W == handcuffed)
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handcuffed = null
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if(buckled && buckled.buckle_require_restraints)
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buckled.unbuckle_mob()
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success = 1
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update_inv_handcuffed()
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else if (W == legcuffed)
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@@ -56,7 +56,7 @@
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var/cold_level_3 = 120 // Cold damage level 3 below this point.
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var/heat_level_1 = 360 // Heat damage level 1 above this point.
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var/heat_level_2 = 400 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 3 above this point.
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var/synth_temp_gain = 0 // IS_SYNTHETIC species will gain this much temperature every second
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var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
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var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
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@@ -555,9 +555,9 @@
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for(var/mob/O in viewers(C))
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O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
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C << "\blue You successfully unbuckle yourself."
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C.buckled.manual_unbuckle(C)
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C.buckled.user_unbuckle_mob(C)
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else
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L.buckled.manual_unbuckle(L)
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L.buckled.user_unbuckle_mob(L)
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//Breaking out of a locker?
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else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
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@@ -657,6 +657,8 @@
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CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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del(CM.handcuffed)
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CM.handcuffed = null
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if(buckled && buckled.buckle_require_restraints)
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buckled.unbuckle_mob()
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CM.update_inv_handcuffed()
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else
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var/obj/item/weapon/handcuffs/HC = CM.handcuffed
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