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245 lines
7.6 KiB
Plaintext
245 lines
7.6 KiB
Plaintext
//I still dont think this should be a closet but whatever
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/twohanded/fireaxe/fireaxe = new/obj/item/weapon/twohanded/fireaxe
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe1000"
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anchored = 1
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density = 0
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wall_mounted = 1
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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locked = 1
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var/smashed = 0
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/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/living/user as mob, params) //Marker -Agouri
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//..() //That's very useful, Erro
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var/hasaxe = 0 //gonna come in handy later~
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if(fireaxe)
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hasaxe = 1
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if (isrobot(user) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "<span class='caution'>Resetting circuitry...</span>"
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20))
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src.locked = 0
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user << "<span class='caution'>You disable the locking modules.</span>"
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update_icon()
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return
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else if(istype(O, /obj/item/weapon))
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/weapon/W = O
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if(src.smashed || src.localopened)
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if(localopened)
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localopened = 0
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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return
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else
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user.do_attack_animation(src)
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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user << "<span class='warning'>The cabinet's protective glass glances off the hit.</span>"
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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user << "<span class='warning'>Unwield the axe first.</span>"
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return
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fireaxe = O
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user.drop_item()
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src.contents += O
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user << "<span class='caution'>You place the fire axe back in the [src.name].</span>"
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
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spawn(10) update_icon()
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else
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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return
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else
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user << "<span class='caution'>Resetting circuitry...</span>"
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user, 20))
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src.locked = 1
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user << "<span class='caution'>You re-enable the locking modules.</span>"
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
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spawn(10) update_icon()
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else
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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/obj/structure/closet/fireaxecabinet/ex_act(severity, target)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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if(fireaxe)
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fireaxe.loc = src.loc
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qdel(src)
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return
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if(3.0)
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return
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/obj/structure/closet/fireaxecabinet/bullet_act(var/obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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if(Proj.damage >= 15 && !smashed && !localopened)
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hitstaken++
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if(health <= 0)
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if(fireaxe)
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fireaxe.loc = src.loc
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qdel(src)
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return
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if(hitstaken >= 4)
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playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1)
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smashed = 1
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locked = 0
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localopened = 1
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update_icon()
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/obj/structure/closet/fireaxecabinet/blob_act()
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if(prob(75))
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if(fireaxe)
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fireaxe.loc = src.loc
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qdel(src)
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/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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if(src.locked)
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user <<"<span class='warning'>The cabinet won't budge!</span>"
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return
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if(localopened)
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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user << "<span class='caution'>You take the fire axe from the [name].</span>"
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
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spawn(10) update_icon()
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else
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src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
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spawn(10) update_icon()
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else
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src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
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spawn(10) update_icon()
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/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.loc = loc
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user << "<span class='caution'>You telekinetically remove the fire axe.</span>"
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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usr << "<span class='danger'>The cabinet won't budge!</span>"
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else if(src.smashed)
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usr << "<span class='notice'>The protective glass is broken!</span>"
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return
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localopened = !localopened
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update_icon()
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/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
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else
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usr << "<span class='notice'>The [src.name] is empty.</span>"
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else
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usr << "<span class='notice'>The [src.name] is closed.</span>"
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update_icon()
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/obj/structure/closet/fireaxecabinet/attack_paw(mob/user as mob)
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attack_hand(user)
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return
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/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
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if(src.smashed)
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user << "<span class='warning'>The security of the cabinet is compromised.</span>"
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return
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else
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locked = !locked
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if(locked)
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user << "<span class='caution'>Cabinet locked.</span>"
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else
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user << "<span class='caution'>Cabinet unlocked.</span>"
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return
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/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]"
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/obj/structure/closet/fireaxecabinet/open()
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return
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/obj/structure/closet/fireaxecabinet/close()
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return
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