mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-09 16:14:13 +00:00
Fixes issue 865.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4694 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,161 +1,124 @@
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/obj/item/device/radio/electropack
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name = "Electropack"
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name = "electropack"
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desc = "Dance my monkeys! DANCE!!!"
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icon_state = "electropack0"
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var/code = 2
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var/e_pads = 0.0
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g_amt = 2500
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m_amt = 10000
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item_state = "electropack"
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frequency = 1449
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w_class = 5.0
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flags = FPRINT | CONDUCT | TABLEPASS
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slot_flags = SLOT_BACK
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item_state = "electropack"
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/obj/item/device/radio/electropack/examine()
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set src in view()
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..()
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if ((in_range(src, usr) || src.loc == usr))
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if (src.e_pads)
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usr << "\blue The electric pads are exposed!"
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return
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/obj/item/device/radio/electropack/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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return
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w_class = 5.0
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g_amt = 2500
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m_amt = 10000
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var/code = 2
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/obj/item/device/radio/electropack/attack_hand(mob/user as mob)
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if (src == user.back)
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user << "\blue You need help taking this off!"
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if(src == user.back)
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user << "<span class='notice'>You need help taking this off!</span>"
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return
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else
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..()
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return
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..()
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/obj/item/device/radio/electropack/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/clothing/head/helmet))
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if(!b_stat)
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user << "<span class='notice'>[src] is not ready to be attached!</span>"
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return
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var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit( user )
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A.icon = 'icons/obj/assemblies.dmi'
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if (istype(W, /obj/item/weapon/screwdriver))
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src.e_pads = !( src.e_pads )
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if (src.e_pads)
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user.show_message("\blue The electric pads have been exposed!")
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else
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user.show_message("\blue The electric pads have been reinserted!")
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src.add_fingerprint(user)
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return
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else
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if (istype(W, /obj/item/clothing/head/helmet))
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var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit( user )
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A.icon = 'icons/obj/assemblies.dmi'
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user.drop_from_inventory(W)
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W.loc = A
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W.master = A
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A.part1 = W
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user.drop_from_inventory(W)
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W.loc = A
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W.master = A
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A.part1 = W
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user.drop_from_inventory(src)
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loc = A
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master = A
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A.part2 = src
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user.drop_from_inventory(src)
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src.loc = A
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src.master = A
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A.part2 = src
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user.put_in_hands(A)
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A.add_fingerprint(user)
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return
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user.put_in_hands(A)
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A.add_fingerprint(user)
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/obj/item/device/radio/electropack/Topic(href, href_list)
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//..()
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if (usr.stat || usr.restrained())
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if(usr.stat || usr.restrained())
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return
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if (((istype(usr, /mob/living/carbon/human) && ((!( ticker ) || (ticker && ticker.mode != "monkey")) && usr.contents.Find(src))) || (usr.contents.Find(src.master) || (in_range(src, usr) && istype(src.loc, /turf)))))
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if(((istype(usr, /mob/living/carbon/human) && ((!( ticker ) || (ticker && ticker.mode != "monkey")) && usr.contents.Find(src))) || (usr.contents.Find(master) || (in_range(src, usr) && istype(loc, /turf)))))
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usr.machine = src
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if (href_list["freq"])
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if(href_list["freq"])
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var/new_frequency = sanitize_frequency(frequency + text2num(href_list["freq"]))
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set_frequency(new_frequency)
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else
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if (href_list["code"])
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src.code += text2num(href_list["code"])
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src.code = round(src.code)
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src.code = min(100, src.code)
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src.code = max(1, src.code)
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if(href_list["code"])
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code += text2num(href_list["code"])
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code = round(code)
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code = min(100, code)
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code = max(1, code)
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else
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if (href_list["power"])
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src.on = !( src.on )
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src.icon_state = text("electropack[]", src.on)
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if (!( src.master ))
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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if(href_list["power"])
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on = !( on )
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icon_state = "electropack[on]"
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if(!( master ))
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if(istype(loc, /mob))
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attack_self(loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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//Foreach goto(308)
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if(M.client)
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attack_self(M)
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else
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if (istype(src.master.loc, /mob))
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src.attack_self(src.master.loc)
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if(istype(master.loc, /mob))
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attack_self(master.loc)
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else
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for(var/mob/M in viewers(1, src.master))
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if (M.client)
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src.attack_self(M)
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//Foreach goto(384)
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for(var/mob/M in viewers(1, master))
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if(M.client)
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attack_self(M)
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else
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usr << browse(null, "window=radio")
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return
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return
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/*
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/obj/item/device/radio/electropack/accept_rad(obj/item/device/radio/signaler/R as obj, message)
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if ((istype(R, /obj/item/device/radio/signaler) && R.frequency == src.frequency && R.code == src.code))
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return 1
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else
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return null
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return*/
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/obj/item/device/radio/electropack/receive_signal(datum/signal/signal)
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if(!signal || (signal.encryption != code))
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if(!signal || signal.encryption != code)
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return
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if ((ismob(src.loc) && src.on))
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var/mob/M = src.loc
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if(ismob(loc) && on)
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var/mob/M = loc
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var/turf/T = M.loc
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if ((istype(T, /turf)))
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if (!M.moved_recently && M.last_move)
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if(istype(T, /turf))
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if(!M.moved_recently && M.last_move)
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M.moved_recently = 1
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step(M, M.last_move)
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sleep 50
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sleep(50)
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if(M)
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M.moved_recently = 0
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M.show_message("\red <B>You feel a sharp shock!</B>")
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M << "<span class='danger'>You feel a sharp shock!</span>"
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, M)
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s.start()
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M.Weaken(10)
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if ((src.master && src.wires & 1))
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src.master.receive_signal()
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if(master && wires & 1)
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master.receive_signal()
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return
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/obj/item/device/radio/electropack/attack_self(mob/user as mob, flag1)
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if (!( istype(user, /mob/living/carbon/human) ))
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if(!istype(user, /mob/living/carbon/human))
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return
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user.machine = src
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var/dat = {"<TT>
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<A href='?src=\ref[src];power=1'>Turn [src.on ? "Off" : "On"]</A><BR>
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<A href='?src=\ref[src];power=1'>Turn [on ? "Off" : "On"]</A><BR>
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<B>Frequency/Code</B> for electropack:<BR>
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Frequency:
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<A href='byond://?src=\ref[src];freq=-10'>-</A>
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<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(src.frequency)]
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<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(frequency)]
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<A href='byond://?src=\ref[src];freq=2'>+</A>
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<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
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Code:
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<A href='byond://?src=\ref[src];code=-5'>-</A>
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<A href='byond://?src=\ref[src];code=-1'>-</A> [src.code]
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<A href='byond://?src=\ref[src];code=-1'>-</A> [code]
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<A href='byond://?src=\ref[src];code=1'>+</A>
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<A href='byond://?src=\ref[src];code=5'>+</A><BR>
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</TT>"}
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@@ -7,18 +7,18 @@
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var/last_time = 1.0
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/obj/structure/stool/bed/chair/e_chair/New()
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..()
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overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
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return
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/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(src.loc)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = src.dir
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src.part.loc = src.loc
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src.part.master = null
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src.part = null
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = dir
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part.loc = loc
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part.master = null
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part = null
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del(src)
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return
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return
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@@ -34,6 +34,7 @@
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else
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on = 1
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icon_state = "echair1"
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usr << "<span class='notice'>You switch [on ? "on" : "off"] [src].</span>"
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return
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/obj/structure/stool/bed/chair/e_chair/rotate()
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@@ -43,11 +44,11 @@
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return
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/obj/structure/stool/bed/chair/e_chair/proc/shock()
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if(!(src.on))
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if(!on)
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return
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if((src.last_time + 50) > world.time)
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if(last_time + 50 > world.time)
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return
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src.last_time = world.time
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last_time = world.time
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// special power handling
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var/area/A = get_area(src)
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@@ -65,12 +66,11 @@
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s.start()
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if(buckled_mob)
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buckled_mob.burn_skin(85)
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buckled_mob << "\red <B>You feel a deep shock course through your body!</B>"
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buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
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sleep(1)
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buckled_mob.burn_skin(85)
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buckled_mob.Stun(600)
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for(var/mob/M in hearers(src, null))
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M.show_message("\red The electric chair went off!.", 3, "\red You hear a deep sharp shock.", 2)
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visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
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A.power_light = light
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A.updateicon()
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@@ -6,25 +6,26 @@
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/obj/structure/stool/bed/chair/New()
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if(anchored)
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src.verbs -= /atom/movable/verb/pull
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handle_rotation()
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..()
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spawn(3) //sorry. i don't think there's a better way to do this.
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handle_rotation()
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(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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user << "<span class='notice'>[SK] is not ready to be attached!</span>"
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return
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user.drop_item()
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.dir = src.dir
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E.part = W
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W.loc = E
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W.master = E
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user.u_equip(W)
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W.layer = initial(W.layer)
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E.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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del(src)
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return
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return
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/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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if(src.dir == NORTH)
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@@ -1,56 +1,46 @@
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/obj/item/assembly/shock_kit
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name = "Shock Kit"
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desc = "This appears to be made from both an Electric Pack and a Helmet."
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name = "electrohelmet assembly"
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desc = "This appears to be made from both an electropack and a helmet."
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icon_state = "shock_kit"
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var/obj/item/clothing/head/helmet/part1 = null
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var/obj/item/device/radio/electropack/part2 = null
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var/status = 0.0
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var/status = 0
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w_class = 5.0
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/shock_kit/Del()
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//src.part1 = null
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del(src.part1)
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//src.part2 = null
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del(src.part2)
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del(part1)
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del(part2)
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..()
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return
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/obj/item/assembly/shock_kit/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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if(istype(W, /obj/item/weapon/wrench) && !status)
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var/turf/T = loc
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if(ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part2.loc = T
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src.part1.master = null
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src.part2.master = null
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src.part1 = null
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src.part2 = null
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part1.loc = T
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part2.loc = T
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part1.master = null
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part2.master = null
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part1 = null
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part2 = null
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del(src)
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return
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if (!( istype(W, /obj/item/weapon/screwdriver) ))
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return
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src.status = !( src.status )
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if (!src.status)
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user.show_message("\blue The shock pack is now secured!", 1)
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else
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user.show_message("\blue The shock pack is now unsecured!", 1)
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src.add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver))
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status = !status
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user << "<span class='notice'>[src] is now [status ? "secured" : "unsecured"]!</span>"
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add_fingerprint(user)
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return
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/obj/item/assembly/shock_kit/attack_self(mob/user as mob)
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src.part1.attack_self(user, src.status)
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src.part2.attack_self(user, src.status)
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src.add_fingerprint(user)
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part1.attack_self(user, status)
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part2.attack_self(user, status)
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add_fingerprint(user)
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return
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/obj/item/assembly/shock_kit/receive_signal()
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//*****
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//world << "Shock kit got r_signal"
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if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = src.loc
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//world << "Shock kit sending shock to EC"
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if(istype(loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = loc
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C.shock()
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return
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