mirror of
https://github.com/yogstation13/Yogstation.git
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Adds a large ash and large molten item decal (for future use) simplifies decal/cleanable/replace_decal() code a bit. Changes construction() proc to on_construction() for consistency, same for deconstruction(). Made a deconstruct() proc for machinery and computer (also for future use).
262 lines
8.0 KiB
Plaintext
262 lines
8.0 KiB
Plaintext
/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox0"
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desc = "A display case for prized possessions."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete the gun.
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var/health = 30
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var/destroyed = 0
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var/obj/item/showpiece = null
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var/alert = 0
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var/open = 0
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var/obj/item/weapon/electronics/airlock/electronics
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var/start_showpiece_type = null //add type for items on display
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/obj/structure/displaycase/New()
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..()
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if(start_showpiece_type)
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showpiece = new start_showpiece_type (src)
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update_icon()
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/obj/structure/displaycase/ex_act(severity, target)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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dump()
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qdel(src)
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if (2)
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take_damage(rand(10,20), BRUTE, 0)
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if (3)
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take_damage(5, BRUTE, 0)
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/obj/structure/displaycase/examine(mob/user)
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..()
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if(showpiece)
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user << "<span class='notice'>There's [showpiece] inside.</span>"
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if(alert)
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user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
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/obj/structure/displaycase/bullet_act(obj/item/projectile/P)
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. = ..()
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take_damage(P.damage, P.damage_type, 0)
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/obj/structure/displaycase/proc/dump()
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if (showpiece)
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showpiece.loc = src.loc
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showpiece = null
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/obj/structure/displaycase/blob_act(obj/structure/blob/B)
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take_damage(30)
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/obj/structure/displaycase/hitby(atom/movable/AM)
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..()
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if(isobj(AM))
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var/obj/item/I = AM
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take_damage(I.throwforce * 0.2)
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/obj/structure/displaycase/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(BURN)
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if(sound_effect)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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health = max( health - damage, 0)
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if(!health && !destroyed)
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density = 0
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destroyed = 1
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new /obj/item/weapon/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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update_icon()
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//Activate Anti-theft
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if(alert)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, "sound/effects/alert.ogg", 50, 1)
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/obj/structure/displaycase/proc/is_directional(atom/A)
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try
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getFlatIcon(A,defdir=4)
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catch
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return 0
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return 1
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/obj/structure/displaycase/proc/get_flat_icon_directional(atom/A)
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//Get flatIcon even if dir is mismatched for directionless icons
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//SLOW
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var/icon/I
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if(is_directional(A))
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I = getFlatIcon(A)
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else
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var/old_dir = A.dir
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A.setDir(2)
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I = getFlatIcon(A)
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A.setDir(old_dir)
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return I
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/obj/structure/displaycase/update_icon()
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var/icon/I
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if(open)
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I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
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else
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I = icon('icons/obj/stationobjs.dmi',"glassbox0")
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if(destroyed)
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I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
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if(showpiece)
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var/icon/S = get_flat_icon_directional(showpiece)
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S.Scale(17,17)
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I.Blend(S,ICON_UNDERLAY,8,8)
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src.icon = I
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
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if(W.GetID() && electronics && !destroyed)
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if(allowed(user))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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open = !open
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update_icon()
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else
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user << "<span class='warning'>Access denied.</span>"
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else if(!alert && istype(W,/obj/item/weapon/crowbar))
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if(destroyed)
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if(showpiece)
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user << "<span class='notice'>Remove the displayed object first.</span>"
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else
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user << "<span class='notice'>You remove the destroyed case</span>"
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qdel(src)
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else
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user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
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if(do_after(user, 20/W.toolspeed, target = src))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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open = !open
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update_icon()
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else if(open && !showpiece)
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if(user.drop_item())
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W.loc = src
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showpiece = W
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user << "<span class='notice'>You put [W] on display</span>"
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update_icon()
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else if(istype(W, /obj/item/stack/sheet/glass) && destroyed)
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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user << "<span class='warning'>You need two glass sheets to fix the case!</span>"
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return
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user << "<span class='notice'>You start fixing the [src]...</span>"
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if(do_after(user, 20, target = src))
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G.use(2)
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destroyed = 0
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health = initial(health)
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update_icon()
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else
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return ..()
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/obj/structure/displaycase/attacked_by(obj/item/weapon/W, mob/living/user)
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..()
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take_damage(W.force, W.damtype)
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/obj/structure/displaycase/attack_paw(mob/user)
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return src.attack_hand(user)
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/obj/structure/displaycase/attack_alien(mob/living/carbon/alien/humanoid/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
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take_damage(20, BRUTE, 0)
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/obj/structure/displaycase/attack_animal(mob/living/simple_animal/M)
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M.changeNext_move(CLICK_CD_MELEE)
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M.do_attack_animation(src)
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if(M.melee_damage_upper || M.obj_damage)
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M.visible_message("<span class='danger'>[M.name] smashes against \the [src.name].</span>",\
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"<span class='danger'>You smash against the [src.name].</span>")
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if(M.obj_damage)
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take_damage(M.obj_damage, M.melee_damage_type, 1)
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else
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take_damage(rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, 1)
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/obj/structure/displaycase/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (destroyed || open))
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dump()
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user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
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src.add_fingerprint(user)
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update_icon()
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return
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else
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//prevents remote "kicks" with TK
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if (!Adjacent(user))
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return
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>", \
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"<span class='notice'>You kick the display case.</span>")
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take_damage(2)
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/obj/structure/displaycase_chassis
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anchored = 1
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density = 0
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name = "display case chassis"
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desc = "wooden base of display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox_chassis"
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var/obj/item/weapon/electronics/airlock/electronics
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You start disassembling [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 30/I.toolspeed, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src))
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qdel(src)
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else if(istype(I, /obj/item/weapon/electronics/airlock))
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user << "<span class='notice'>You start installing the electronics into [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(user.unEquip(I) && do_after(user, 30, target = src))
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I.loc = src
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electronics = I
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user << "<span class='notice'>You install the airlock electronics.</span>"
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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user << "<span class='warning'>You need ten glass sheets to do this!</span>"
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return
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user << "<span class='notice'>You start adding [G] to [src]...</span>"
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if(do_after(user, 20, target = src))
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G.use(10)
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var/obj/structure/displaycase/display = new(src.loc)
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if(electronics)
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electronics.loc = display
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display.electronics = electronics
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if(electronics.one_access)
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display.req_one_access = electronics.accesses
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else
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display.req_access = electronics.accesses
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qdel(src)
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else
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return ..()
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/obj/structure/displaycase/captain
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alert = 1
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start_showpiece_type = /obj/item/weapon/gun/energy/laser/captain
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
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