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* RedPills Processing Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING) * Fixes a minor bug.
239 lines
5.3 KiB
Plaintext
239 lines
5.3 KiB
Plaintext
/obj/item/device/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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icon_state = "infrared"
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materials = list(MAT_METAL=1000, MAT_GLASS=500)
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origin_tech = "magnets=2;materials=2"
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var/on = 0
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var/visible = 0
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var/obj/effect/beam/i_beam/first = null
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var/obj/effect/beam/i_beam/last = null
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/obj/item/device/assembly/infra/New()
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..()
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START_PROCESSING(SSobj, src)
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/obj/item/device/assembly/infra/Destroy()
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if(first)
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qdel(first)
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return ..()
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/obj/item/device/assembly/infra/describe()
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return "The infrared trigger is [on?"on":"off"]."
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/obj/item/device/assembly/infra/activate()
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if(!..())
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return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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/obj/item/device/assembly/infra/toggle_secure()
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secured = !secured
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if(secured)
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START_PROCESSING(SSobj, src)
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else
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on = 0
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if(first)
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qdel(first)
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STOP_PROCESSING(SSobj, src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/update_icon()
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cut_overlays()
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attached_overlays = list()
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if(on)
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add_overlay("infrared_on")
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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return
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/obj/item/device/assembly/infra/process()
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if(!on)
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if(first)
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qdel(first)
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return
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if(!secured)
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return
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if(first && last)
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last.process()
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return
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var/turf/T = get_turf(src)
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if(T)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
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I.master = src
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I.density = 1
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I.setDir(dir)
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first = I
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step(I, I.dir)
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if(first)
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I.density = 0
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I.vis_spread(visible)
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I.limit = 8
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I.process()
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/obj/item/device/assembly/infra/attack_hand()
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qdel(first)
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..()
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return
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/obj/item/device/assembly/infra/Move()
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var/t = dir
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..()
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setDir(t)
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qdel(first)
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return
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder)
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return 0
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// setDir(holder.dir)
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qdel(first)
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return 1
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if((!secured)||(!on)||(cooldown > 0))
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return 0
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pulse(0)
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audible_message("\icon[src] *beep* *beep*", null, 3)
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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/obj/item/device/assembly/infra/interact(mob/user)//TODO: change this this to the wire control panel
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if(is_secured(user))
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user.set_machine(src)
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var/dat = "<TT><B>Infrared Laser</B>\n<B>Status</B>: [on ? "<A href='?src=\ref[src];state=0'>On</A>" : "<A href='?src=\ref[src];state=1'>Off</A>"]<BR>\n<B>Visibility</B>: [visible ? "<A href='?src=\ref[src];visible=0'>Visible</A>" : "<A href='?src=\ref[src];visible=1'>Invisible</A>"]<BR>\n</TT>"
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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/obj/item/device/assembly/infra/Topic(href, href_list)
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..()
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if(usr.incapacitated() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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if(first)
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first.vis_spread(visible)
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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if(usr.incapacitated())
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return
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setDir(turn(dir, 90))
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return
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/obj/item/device/assembly/infra/AltClick(mob/user)
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..()
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if(user.incapacitated())
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user << "<span class='warning'>You can't do that right now!</span>"
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return
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if(!in_range(src, user))
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return
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else
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rotate()
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "infrared beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/effect/beam/i_beam/previous = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0
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var/left = null
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anchored = 1
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/obj/effect/beam/i_beam/proc/hit()
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if(master)
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master.trigger_beam()
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qdel(src)
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return
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/obj/effect/beam/i_beam/proc/vis_spread(v)
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visible = v
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if(next)
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next.vis_spread(v)
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/obj/effect/beam/i_beam/process()
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if((loc.density || !(master)))
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qdel(src)
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return
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if(left > 0)
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left--
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if(left < 1)
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if(!(visible))
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invisibility = INVISIBILITY_ABSTRACT
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else
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invisibility = 0
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else
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invisibility = 0
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if(!next && (limit > 0))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.setDir(dir)
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I.previous = src
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next = I
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step(I, I.dir)
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if(next)
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I.density = 0
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I.vis_spread(visible)
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I.limit = limit - 1
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master.last = I
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I.process()
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/obj/effect/beam/i_beam/Bump()
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qdel(src)
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return
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/obj/effect/beam/i_beam/Bumped()
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hit()
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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hit()
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/obj/effect/beam/i_beam/Destroy()
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if(master.first == src)
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master.first = null
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if(next)
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qdel(next)
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next = null
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if(previous)
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previous.next = null
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master.last = previous
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return ..()
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