here we go again (#2456)
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@@ -13,7 +13,7 @@
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var/alert = TRUE
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var/open = FALSE
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var/openable = TRUE
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var/obj/item/weapon/electronics/airlock/electronics
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var/obj/item/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/Initialize()
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@@ -53,7 +53,7 @@
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if(!(flags_1 & NODECONSTRUCT_1))
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dump()
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if(!disassembled)
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/shard( src.loc )
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trigger_alarm()
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qdel(src)
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@@ -61,7 +61,7 @@
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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density = FALSE
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broken = 1
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new /obj/item/weapon/shard( src.loc )
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new /obj/item/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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update_icon()
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trigger_alarm()
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@@ -112,15 +112,15 @@
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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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/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
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if(W.GetID() && !broken && openable)
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if(allowed(user))
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
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toggle_lock(user)
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else
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to_chat(user, "<span class='warning'>Access denied.</span>")
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else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
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var/obj/item/weapon/weldingtool/WT = W
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else if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP && !broken)
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var/obj/item/weldingtool/WT = W
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if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
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to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
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playsound(loc, WT.usesound, 40, 1)
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@@ -132,7 +132,7 @@
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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else if(!alert && istype(W, /obj/item/weapon/crowbar) && openable) //Only applies to the lab cage and player made display cases
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else if(!alert && istype(W, /obj/item/crowbar) && openable) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
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@@ -195,11 +195,11 @@
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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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var/obj/item/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)) //The player can only deconstruct the wooden frame
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if(istype(I, /obj/item/wrench)) //The player can only deconstruct the wooden frame
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30*I.toolspeed, target = src))
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@@ -207,7 +207,7 @@
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
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qdel(src)
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else if(istype(I, /obj/item/weapon/electronics/airlock))
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else if(istype(I, /obj/item/electronics/airlock))
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to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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@@ -238,7 +238,7 @@
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//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
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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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start_showpiece_type = /obj/item/gun/energy/laser/captain
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req_access = list(ACCESS_CENT_SPECOPS)
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/obj/structure/displaycase/labcage
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@@ -275,7 +275,7 @@
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to_chat(user, "The plaque reads:")
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to_chat(user, trophy_message)
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/obj/structure/displaycase/trophy/attackby(obj/item/weapon/W, mob/user, params)
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/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
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if(!user.Adjacent(src)) //no TK museology
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return
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