mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 20:17:15 +01:00
Clean up various things
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@@ -64,10 +64,9 @@
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icon_state = "vehiclecrate"
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/obj/structure/largecrate/vehicle/Initialize()
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..()
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spawn(1)
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for(var/obj/O in contents)
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O.update_icon()
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. = ..()
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for(var/obj/O in contents)
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O.update_icon()
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/obj/structure/largecrate/vehicle/bike
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name = "spacebike crate"
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@@ -65,18 +65,13 @@
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/obj/structure/ghost_pod/automatic/Initialize()
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. = ..()
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spawn(delay_to_self_open)
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if(src)
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trigger()
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addtimer(CALLBACK(src, .proc/trigger), delay_to_self_open)
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/obj/structure/ghost_pod/automatic/trigger()
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. = ..()
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if(. == FALSE) // If we failed to get a volunteer, try again later if allowed to.
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if(delay_to_try_again)
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spawn(delay_to_try_again)
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if(src)
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trigger()
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addtimer(CALLBACK(src, .proc/trigger), delay_to_try_again)
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// This type is triggered by a ghost clicking on it, as opposed to a living player. A ghost query type isn't needed.
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/obj/structure/ghost_pod/ghost_activated
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@@ -197,16 +197,18 @@
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P.rotate_auto(new_bearing)
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/obj/structure/prop/prismcontrol/Initialize()
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..()
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. = ..()
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if(my_turrets.len) //Preset controls.
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for(var/obj/structure/prop/prism/P in my_turrets)
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P.remote_dial = src
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return
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spawn()
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for(var/obj/structure/prop/prism/P in orange(src, world.view)) //Don't search a huge area.
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if(P.dialID == dialID && !P.remote_dial && P.external_control_lock)
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my_turrets |= P
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P.remote_dial = src
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else
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. = INITIALIZE_HINT_LATELOAD
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/obj/structure/prop/prismcontrol/LateInitialize()
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for(var/obj/structure/prop/prism/P in orange(src, world.view)) //Don't search a huge area.
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if(P.dialID == dialID && !P.remote_dial && P.external_control_lock)
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my_turrets |= P
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P.remote_dial = src
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/obj/structure/prop/prismcontrol/Destroy()
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for(var/obj/structure/prop/prism/P in my_turrets)
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@@ -9,11 +9,9 @@
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buckle_lying = 0 //force people to sit up in chairs when buckled
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var/propelled = 0 // Check for fire-extinguisher-driven chairs
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/obj/structure/bed/chair/New()
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..() //Todo make metal/stone chairs display as thrones
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spawn(3) //sorry. i don't think there's a better way to do this.
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update_layer()
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return
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/obj/structure/bed/chair/Initialize()
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. = ..()
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update_layer()
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/obj/structure/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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