here we go again (#2456)
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@@ -4,7 +4,7 @@
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icon_state = "box_0"
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density = TRUE
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max_integrity = 250
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var/obj/item/weapon/circuitboard/circuit = null
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var/obj/item/circuitboard/circuit = null
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var/state = 1
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/obj/structure/frame/examine(user)
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@@ -74,10 +74,10 @@
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/obj/structure/frame/machine/attackby(obj/item/P, mob/user, params)
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switch(state)
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if(1)
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if(istype(P, /obj/item/weapon/circuitboard/machine))
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if(istype(P, /obj/item/circuitboard/machine))
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to_chat(user, "<span class='warning'>The frame needs wiring first!</span>")
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return
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else if(istype(P, /obj/item/weapon/circuitboard))
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else if(istype(P, /obj/item/circuitboard))
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to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
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return
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if(istype(P, /obj/item/stack/cable_coil))
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@@ -94,7 +94,7 @@
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else
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to_chat(user, "<span class='warning'>You need five length of cable to wire the frame!</span>")
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return
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if(istype(P, /obj/item/weapon/screwdriver) && !anchored)
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if(istype(P, /obj/item/screwdriver) && !anchored)
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playsound(src.loc, P.usesound, 50, 1)
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user.visible_message("<span class='warning'>[user] disassembles the frame.</span>", \
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"<span class='notice'>You start to disassemble the frame...</span>", "You hear banging and clanking.")
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@@ -105,7 +105,7 @@
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M.add_fingerprint(user)
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qdel(src)
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return
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if(istype(P, /obj/item/weapon/wrench))
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if(istype(P, /obj/item/wrench))
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to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
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playsound(src.loc, P.usesound, 75, 1)
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if(do_after(user, 40*P.toolspeed, target = src))
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@@ -115,7 +115,7 @@
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return
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if(2)
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if(istype(P, /obj/item/weapon/wrench))
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if(istype(P, /obj/item/wrench))
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to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
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playsound(src.loc, P.usesound, 75, 1)
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if(do_after(user, 40*P.toolspeed, target = src))
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@@ -123,11 +123,11 @@
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anchored = !anchored
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return
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if(istype(P, /obj/item/weapon/circuitboard/machine))
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if(istype(P, /obj/item/circuitboard/machine))
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if(!anchored)
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to_chat(user, "<span class='warning'>The frame needs to be secured first!</span>")
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return
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var/obj/item/weapon/circuitboard/machine/B = P
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var/obj/item/circuitboard/machine/B = P
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if(!user.drop_item())
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return
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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@@ -141,11 +141,11 @@
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update_namelist()
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return
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else if(istype(P, /obj/item/weapon/circuitboard))
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else if(istype(P, /obj/item/circuitboard))
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to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
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return
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if(istype(P, /obj/item/weapon/wirecutters))
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if(istype(P, /obj/item/wirecutters))
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playsound(src.loc, P.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You remove the cables.</span>")
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state = 1
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@@ -155,7 +155,7 @@
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return
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if(3)
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if(istype(P, /obj/item/weapon/crowbar))
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if(istype(P, /obj/item/crowbar))
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playsound(src.loc, P.usesound, 50, 1)
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state = 2
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circuit.loc = src.loc
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@@ -173,7 +173,7 @@
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icon_state = "box_1"
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return
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if(istype(P, /obj/item/weapon/screwdriver))
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if(istype(P, /obj/item/screwdriver))
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var/component_check = 1
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for(var/R in req_components)
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if(req_components[R] > 0)
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@@ -194,13 +194,13 @@
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qdel(src)
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return
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if(istype(P, /obj/item/weapon/storage/part_replacer) && P.contents.len && get_req_components_amt())
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var/obj/item/weapon/storage/part_replacer/replacer = P
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if(istype(P, /obj/item/storage/part_replacer) && P.contents.len && get_req_components_amt())
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var/obj/item/storage/part_replacer/replacer = P
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var/list/added_components = list()
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var/list/part_list = list()
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//Assemble a list of current parts, then sort them by their rating!
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for(var/obj/item/weapon/stock_parts/co in replacer)
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for(var/obj/item/stock_parts/co in replacer)
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part_list += co
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//Sort the parts. This ensures that higher tier items are applied first.
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part_list = sortTim(part_list, /proc/cmp_rped_sort)
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@@ -213,7 +213,7 @@
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req_components[path]--
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part_list -= part
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for(var/obj/item/weapon/stock_parts/part in added_components)
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for(var/obj/item/stock_parts/part in added_components)
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components += part
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to_chat(user, "<span class='notice'>[part.name] applied.</span>")
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if(added_components.len)
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