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afc02440a9
* Mimes! * Apply suggestion from @Cameron-The-Raven --------- Co-authored-by: Cameron Lennox <killer65311@gmail.com>
525 lines
16 KiB
Plaintext
525 lines
16 KiB
Plaintext
/obj/structure/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon = 'icons/obj/furniture.dmi'
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icon_state = "chair_preview"
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color = "#666666"
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base_icon = "chair"
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buckle_dir = 0
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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/Initialize(mapload, new_material, new_padding_material)
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. = ..()
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update_layer()
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/obj/structure/bed/chair/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(!padding_material && istype(W, /obj/item/assembly/shock_kit))
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var/obj/item/assembly/shock_kit/SK = W
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if(!SK.status)
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to_chat(user, span_notice("\The [SK] is not ready to be attached!"))
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return
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user.drop_item()
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var/obj/structure/bed/chair/e_chair/E = new (src.loc, material.name)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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E.set_dir(dir)
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E.part = SK
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SK.loc = E
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SK.master = E
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qdel(src)
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/obj/structure/bed/chair/attack_tk(mob/user as mob)
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if(has_buckled_mobs())
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..()
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else
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rotate_clockwise()
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return
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/obj/structure/bed/chair/post_buckle_mob()
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update_icon()
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/obj/structure/bed/chair/update_icon()
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..()
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if(has_buckled_mobs())
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var/cache_key = "[base_icon]-armrest-[padding_material ? padding_material.name : "no_material"]"
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if(isnull(GLOB.stool_cache[cache_key]))
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var/image/I = image(icon, "[base_icon]_armrest")
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I.plane = MOB_PLANE
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I.layer = ABOVE_MOB_LAYER
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if(padding_material)
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I.color = padding_material.icon_colour
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GLOB.stool_cache[cache_key] = I
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add_overlay(GLOB.stool_cache[cache_key])
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/obj/structure/bed/chair/proc/update_layer()
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if(src.dir == NORTH)
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plane = MOB_PLANE
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layer = MOB_LAYER + 0.1
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else
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reset_plane_and_layer()
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/obj/structure/bed/chair/set_dir()
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..()
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update_layer()
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if(has_buckled_mobs())
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for(var/mob/living/L as anything in buckled_mobs)
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L.set_dir(dir)
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/obj/structure/bed/chair/shuttle
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name = "chair"
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icon_state = "shuttlechair"
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base_icon = "shuttlechair"
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color = null
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applies_material_colour = 0
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/obj/structure/bed/chair/shuttle_padded
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icon_state = "shuttlechair2"
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base_icon = "shuttlechair2"
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color = null
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applies_material_colour = 0
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/obj/structure/bed/chair/comfy
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name = "comfy chair"
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desc = "It's a chair. It looks comfy."
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icon_state = "comfychair"
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base_icon = "comfychair"
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/obj/structure/bed/chair/comfy/update_icon()
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..()
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var/image/I = image(icon, "[base_icon]_over")
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I.layer = ABOVE_MOB_LAYER
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I.plane = MOB_PLANE
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I.color = material.icon_colour
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add_overlay(I)
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if(padding_material)
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I = image(icon, "[base_icon]_padding_over")
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I.layer = ABOVE_MOB_LAYER
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I.plane = MOB_PLANE
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I.color = padding_material.icon_colour
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add_overlay(I)
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/obj/structure/bed/chair/comfy/brown/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BROWN)
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/obj/structure/bed/chair/comfy/red/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CARPET)
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/obj/structure/bed/chair/comfy/teal/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_TEAL)
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/obj/structure/bed/chair/comfy/black/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BLACK)
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/obj/structure/bed/chair/comfy/green/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_GREEN)
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/obj/structure/bed/chair/comfy/purp/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_PURPLE)
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/obj/structure/bed/chair/comfy/blue/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BLUE)
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/obj/structure/bed/chair/comfy/beige/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BEIGE)
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/obj/structure/bed/chair/comfy/lime/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_LIME)
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/obj/structure/bed/chair/comfy/yellow/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_YELLOW)
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/obj/structure/bed/chair/comfy/orange/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_ORANGE)
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/obj/structure/bed/chair/comfy/rounded
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name = "rounded chair"
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desc = "It's a rounded chair. It looks comfy."
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icon_state = "roundedchair"
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base_icon = "roundedchair"
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/obj/structure/bed/chair/comfy/rounded/brown/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BROWN)
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/obj/structure/bed/chair/comfy/rounded/red/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CARPET)
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/obj/structure/bed/chair/comfy/rounded/teal/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_TEAL)
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/obj/structure/bed/chair/comfy/rounded/black/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BLACK)
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/obj/structure/bed/chair/comfy/rounded/green/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_GREEN)
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/obj/structure/bed/chair/comfy/rounded/purple/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_PURPLE)
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/obj/structure/bed/chair/comfy/rounded/blue/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BLUE)
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/obj/structure/bed/chair/comfy/rounded/beige/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_BEIGE)
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/obj/structure/bed/chair/comfy/rounded/lime/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_LIME)
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/obj/structure/bed/chair/comfy/rounded/yellow/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_YELLOW)
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/obj/structure/bed/chair/comfy/rounded/orange/Initialize(mapload, new_material, new_padding_material)
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. = ..(mapload, MAT_STEEL, MAT_CLOTH_ORANGE)
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/obj/structure/bed/chair/office
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anchored = FALSE
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buckle_movable = 1
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/obj/structure/bed/chair/office/update_icon()
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return
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/obj/structure/bed/chair/office/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack) || W.has_tool_quality(TOOL_WIRECUTTER))
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return
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..()
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/obj/structure/bed/chair/office/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction, movetime)
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for(var/mob/living/occupant as anything in buckled_mobs)
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occupant.buckled = null
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occupant.Move(loc, direction, movetime)
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occupant.buckled = src
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if (occupant && (loc != occupant.loc))
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if (propelled)
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for (var/mob/O in src.loc)
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if (O != occupant)
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Bump(O)
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/obj/structure/bed/chair/office/Bump(atom/A)
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..()
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if(!has_buckled_mobs()) return
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if(propelled)
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for(var/a in buckled_mobs)
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var/mob/living/occupant = unbuckle_mob(a)
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var/def_zone = ran_zone()
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var/blocked = occupant.run_armor_check(def_zone, "melee")
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked)
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playsound(src, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(isliving(A))
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var/mob/living/victim = A
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def_zone = ran_zone()
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blocked = victim.run_armor_check(def_zone, "melee")
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked)
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occupant.visible_message(span_danger("[occupant] crashed into \the [A]!"))
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/obj/structure/bed/chair/office/light
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icon_state = "officechair_white"
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/obj/structure/bed/chair/office/dark
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icon_state = "officechair_dark"
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// Chair types
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/obj/structure/bed/chair/wood
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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icon_state = "wooden_chair"
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/obj/structure/bed/chair/wood/update_icon()
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return
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/obj/structure/bed/chair/wood/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack) || W.has_tool_quality(TOOL_WIRECUTTER))
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return
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..()
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/obj/structure/bed/chair/wood/Initialize(mapload)
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. = ..(mapload, MAT_WOOD)
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/obj/structure/bed/chair/wood/wings
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icon_state = "wooden_chair_wings"
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//sofa
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/obj/structure/bed/chair/sofa
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name = "sofa"
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desc = "It's a sofa. You sit on it. Possibly with someone else."
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base_icon = "sofamiddle"
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icon_state = "sofamiddle"
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applies_material_colour = 1
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var/sofa_material = MAT_CARPET
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var/corner_piece = FALSE
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resistance_flags = FLAMMABLE
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/obj/structure/bed/chair/sofa/update_icon()
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if(applies_material_colour && sofa_material)
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var/datum/material/color_material = get_material_by_name(sofa_material)
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color = color_material.icon_colour
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if(sofa_material == MAT_CARPET)
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name = "red [initial(name)]"
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else
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name = "[sofa_material] [initial(name)]"
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/obj/structure/bed/chair/sofa/update_layer()
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// Corner east/west should be on top of mobs, any other state's north should be.
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if(!corner_piece && (dir & NORTH))
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plane = MOB_PLANE
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layer = MOB_LAYER + 0.1
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else
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reset_plane_and_layer()
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/obj/structure/bed/chair/sofa/left
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icon_state = "sofaend_left"
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base_icon = "sofaend_left"
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/obj/structure/bed/chair/sofa/right
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icon_state = "sofaend_right"
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base_icon = "sofaend_right"
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/obj/structure/bed/chair/sofa/corner
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icon_state = "sofacorner"
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base_icon = "sofacorner"
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corner_piece = TRUE
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/obj/structure/bed/chair/sofa/corner/update_icon()
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..()
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var/cache_key = "[base_icon]-armrest-[padding_material ? padding_material.name : "no_material"]-permanent"
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if(isnull(GLOB.stool_cache[cache_key]))
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var/image/I = image(icon, "[base_icon]_armrest")
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I.plane = MOB_PLANE
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I.layer = ABOVE_MOB_LAYER
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if(padding_material)
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I.color = padding_material.icon_colour
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GLOB.stool_cache[cache_key] = I
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add_overlay(GLOB.stool_cache[cache_key])
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// Wooden nonsofa - no corners
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/obj/structure/bed/chair/sofa/pew
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name = "pew bench"
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desc = "If they want you to go to church, why do they make these so uncomfortable?"
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base_icon = "pewmiddle"
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icon_state = "pewmiddle"
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applies_material_colour = FALSE
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/obj/structure/bed/chair/sofa/pew/left
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icon_state = "pewend_left"
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base_icon = "pewend_left"
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/obj/structure/bed/chair/sofa/pew/right
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icon_state = "pewend_right"
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base_icon = "pewend_right"
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// Metal benches from Skyrat
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/obj/structure/bed/chair/sofa/bench
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name = "metal bench"
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desc = "Almost as comfortable as waiting at a bus station for hours on end."
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base_icon = "benchmiddle"
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icon_state = "benchmiddle"
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applies_material_colour = FALSE
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color = null
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var/padding_color = "#CC0000"
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/obj/structure/bed/chair/sofa/bench/Initialize(mapload, new_material, new_padding_material)
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. = ..()
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var/mutable_appearance/MA
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// If we're north-facing, metal goes above mob, padding overlay goes below mob.
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if((dir & NORTH) && !corner_piece)
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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MA = mutable_appearance(icon, icon_state = "o[icon_state]", layer = BELOW_MOB_LAYER, plane = MOB_PLANE, appearance_flags = KEEP_APART|RESET_COLOR)
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// Else just normal plane and layer for everything, which will be below mobs.
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else
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MA = mutable_appearance(icon, icon_state = "o[icon_state]", appearance_flags = KEEP_APART|RESET_COLOR)
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MA.color = padding_color
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add_overlay(MA)
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/obj/structure/bed/chair/sofa/bench/left
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icon_state = "bench_left"
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base_icon = "bench_left"
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/obj/structure/bed/chair/sofa/bench/right
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icon_state = "bench_right"
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base_icon = "bench_right"
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/obj/structure/bed/chair/sofa/bench/corner
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icon_state = "benchcorner"
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base_icon = "benchcorner"
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//corner_piece = TRUE // These sprites work fine without the parent doing layer shenanigans
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// Corporate sofa - one color fits all
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/obj/structure/bed/chair/sofa/corp
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name = "black leather sofa"
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desc = "How corporate!"
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base_icon = "corp_sofamiddle"
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icon_state = "corp_sofamiddle"
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applies_material_colour = FALSE
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/obj/structure/bed/chair/sofa/corp/left
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icon_state = "corp_sofaend_left"
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base_icon = "corp_sofaend_left"
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/obj/structure/bed/chair/sofa/corp/right
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icon_state = "corp_sofaend_right"
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base_icon = "corp_sofaend_right"
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/obj/structure/bed/chair/sofa/corp/corner
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icon_state = "corp_sofacorner"
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base_icon = "corp_sofacorner"
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corner_piece = TRUE
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//color variations
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//Middle sofas first
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/obj/structure/bed/chair/sofa
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sofa_material = MAT_CARPET
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/obj/structure/bed/chair/sofa/brown
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sofa_material = MAT_CLOTH_BROWN
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/obj/structure/bed/chair/sofa/teal
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sofa_material = MAT_CLOTH_TEAL
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/obj/structure/bed/chair/sofa/black
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sofa_material = MAT_CLOTH_BLACK
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/obj/structure/bed/chair/sofa/green
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sofa_material = MAT_CLOTH_GREEN
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/obj/structure/bed/chair/sofa/purp
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sofa_material = MAT_CLOTH_PURPLE
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/obj/structure/bed/chair/sofa/blue
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sofa_material = MAT_CLOTH_BLUE
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/obj/structure/bed/chair/sofa/beige
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sofa_material = MAT_CLOTH_BEIGE
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/obj/structure/bed/chair/sofa/lime
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sofa_material = MAT_CLOTH_LIME
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/obj/structure/bed/chair/sofa/yellow
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sofa_material = MAT_CLOTH_YELLOW
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/obj/structure/bed/chair/sofa/orange
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sofa_material = MAT_CLOTH_ORANGE
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//sofa directions
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/obj/structure/bed/chair/sofa/left
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icon_state = "sofaend_left"
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/obj/structure/bed/chair/sofa/right
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icon_state = "sofaend_right"
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/obj/structure/bed/chair/sofa/corner
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icon_state = "sofacorner"
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/obj/structure/bed/chair/sofa/left/brown
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sofa_material = MAT_CLOTH_BROWN
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/obj/structure/bed/chair/sofa/right/brown
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sofa_material = MAT_CLOTH_BROWN
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/obj/structure/bed/chair/sofa/corner/brown
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sofa_material = MAT_CLOTH_BROWN
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/obj/structure/bed/chair/sofa/left/teal
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sofa_material = MAT_CLOTH_TEAL
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/obj/structure/bed/chair/sofa/right/teal
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sofa_material = MAT_CLOTH_TEAL
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/obj/structure/bed/chair/sofa/corner/teal
|
|
sofa_material = MAT_CLOTH_TEAL
|
|
|
|
/obj/structure/bed/chair/sofa/left/black
|
|
sofa_material = MAT_CLOTH_BLACK
|
|
|
|
/obj/structure/bed/chair/sofa/right/black
|
|
sofa_material = MAT_CLOTH_BLACK
|
|
|
|
/obj/structure/bed/chair/sofa/corner/black
|
|
sofa_material = MAT_CLOTH_BLACK
|
|
|
|
/obj/structure/bed/chair/sofa/left/green
|
|
sofa_material = MAT_CLOTH_GREEN
|
|
|
|
/obj/structure/bed/chair/sofa/right/green
|
|
sofa_material = MAT_CLOTH_GREEN
|
|
|
|
/obj/structure/bed/chair/sofa/corner/green
|
|
sofa_material = MAT_CLOTH_GREEN
|
|
|
|
/obj/structure/bed/chair/sofa/left/purp
|
|
sofa_material = MAT_CLOTH_PURPLE
|
|
|
|
/obj/structure/bed/chair/sofa/right/purp
|
|
sofa_material = MAT_CLOTH_PURPLE
|
|
|
|
/obj/structure/bed/chair/sofa/corner/purp
|
|
sofa_material = MAT_CLOTH_PURPLE
|
|
|
|
/obj/structure/bed/chair/sofa/left/blue
|
|
sofa_material = MAT_CLOTH_BLUE
|
|
|
|
/obj/structure/bed/chair/sofa/right/blue
|
|
sofa_material = MAT_CLOTH_BLUE
|
|
|
|
/obj/structure/bed/chair/sofa/corner/blue
|
|
sofa_material = MAT_CLOTH_BLUE
|
|
|
|
/obj/structure/bed/chair/sofa/left/beige
|
|
sofa_material = MAT_CLOTH_BEIGE
|
|
|
|
/obj/structure/bed/chair/sofa/right/beige
|
|
sofa_material = MAT_CLOTH_BEIGE
|
|
|
|
/obj/structure/bed/chair/sofa/corner/beige
|
|
sofa_material = MAT_CLOTH_BEIGE
|
|
|
|
/obj/structure/bed/chair/sofa/left/lime
|
|
sofa_material = MAT_CLOTH_LIME
|
|
|
|
/obj/structure/bed/chair/sofa/right/lime
|
|
sofa_material = MAT_CLOTH_LIME
|
|
|
|
/obj/structure/bed/chair/sofa/corner/lime
|
|
sofa_material = MAT_CLOTH_LIME
|
|
|
|
/obj/structure/bed/chair/sofa/left/yellow
|
|
sofa_material = MAT_CLOTH_YELLOW
|
|
|
|
/obj/structure/bed/chair/sofa/right/yellow
|
|
sofa_material = MAT_CLOTH_YELLOW
|
|
|
|
/obj/structure/bed/chair/sofa/corner/yellow
|
|
sofa_material = MAT_CLOTH_YELLOW
|
|
|
|
/obj/structure/bed/chair/sofa/left/orange
|
|
sofa_material = MAT_CLOTH_ORANGE
|
|
|
|
/obj/structure/bed/chair/sofa/right/orange
|
|
sofa_material = MAT_CLOTH_ORANGE
|
|
|
|
/obj/structure/bed/chair/sofa/corner/orange
|
|
sofa_material = MAT_CLOTH_ORANGE
|
|
|
|
/obj/structure/bed/chair/mime
|
|
name = "invisible chair"
|
|
desc = "The mime needs to sit down and shut up."
|
|
anchored = FALSE
|
|
icon_state = null
|
|
alpha = 0
|