Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit28
This commit is contained in:
@@ -34,6 +34,10 @@
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var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
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var/anchorable = TRUE
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var/icon_welded = "welded"
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var/obj/item/electronics/airlock/lockerelectronics //Installed electronics
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var/lock_in_use = FALSE //Someone is doing some stuff with the lock here, better not proceed further
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var/eigen_teleport = FALSE //If the closet leads to Mr Tumnus.
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var/obj/structure/closet/eigen_target //Where you go to.
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/obj/structure/closet/Initialize(mapload)
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@@ -42,47 +46,56 @@
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PopulateContents()
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if(mapload && !opened) // if closed, any item at the crate's loc is put in the contents
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take_contents()
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if(secure)
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lockerelectronics = new(src)
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lockerelectronics.accesses = req_access
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//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
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/obj/structure/closet/proc/PopulateContents()
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return
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/obj/structure/closet/Destroy()
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dump_contents()
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dump_contents(override = FALSE)
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return ..()
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/obj/structure/closet/update_icon()
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cut_overlays()
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if(!opened)
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if(opened & icon_door_override)
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add_overlay("[icon_door]_open")
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layer = OBJ_LAYER
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if(icon_door)
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add_overlay("[icon_door]_door")
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else
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add_overlay("[icon_state]_door")
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if(welded)
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add_overlay(icon_welded)
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if(secure && !broken)
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if(locked)
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add_overlay("locked")
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else
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add_overlay("unlocked")
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return
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else if(opened)
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add_overlay("[icon_state]_open")
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return
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if(icon_door)
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add_overlay("[icon_door]_door")
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else
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layer = BELOW_OBJ_LAYER
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if(icon_door_override)
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add_overlay("[icon_door]_open")
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else
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add_overlay("[icon_state]_open")
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add_overlay("[icon_state]_door")
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if(welded)
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add_overlay("welded")
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if(!secure)
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return
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if(broken)
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add_overlay("off")
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add_overlay("sparking")
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else if(locked)
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add_overlay("locked")
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else
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add_overlay("unlocked")
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/obj/structure/closet/examine(mob/user)
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..()
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if(welded)
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to_chat(user, "<span class='notice'>It's welded shut.</span>")
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to_chat(user, "<span class='notice'>It's <b>welded</b> shut.</span>")
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if(anchored)
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to_chat(user, "<span class='notice'>It is <b>bolted</b> to the ground.</span>")
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if(opened)
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to_chat(user, "<span class='notice'>The parts are <b>welded</b> together.</span>")
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else if(secure && !opened)
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else if(broken)
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to_chat(user, "<span class='notice'>The lock is <b>screwed</b> in.</span>")
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else if(secure)
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to_chat(user, "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>")
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if(isliving(user))
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var/mob/living/L = user
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@@ -117,9 +130,39 @@
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return FALSE
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return TRUE
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/obj/structure/closet/proc/dump_contents()
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/obj/structure/closet/proc/can_lock(mob/living/user, var/check_access = TRUE) //set check_access to FALSE if you only need to check if a locker has a functional lock rather than access
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if(!secure)
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return FALSE
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if(broken)
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to_chat(user, "<span class='notice'>[src] is broken!</span>")
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return FALSE
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if(QDELETED(lockerelectronics) && !locked) //We want to be able to unlock it regardless of electronics, but only lockable with electronics
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to_chat(user, "<span class='notice'>[src] is missing locker electronics!</span>")
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return FALSE
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if(!check_access)
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return TRUE
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if(allowed(user))
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return TRUE
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to_chat(user, "<span class='notice'>Access denied.</span>")
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/obj/structure/closet/proc/togglelock(mob/living/user)
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add_fingerprint(user)
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if(eigen_target)
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return
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if(opened)
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return
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if(!can_lock(user))
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return
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locked = !locked
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user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
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"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
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update_icon()
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/obj/structure/closet/proc/dump_contents(var/override = TRUE) //Override is for not revealing the locker electronics when you open the locker, for example
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var/atom/L = drop_location()
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for(var/atom/movable/AM in src)
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if(AM == lockerelectronics && override)
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continue
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AM.forceMove(L)
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if(throwing) // you keep some momentum when getting out of a thrown closet
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step(AM, dir)
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@@ -148,7 +191,12 @@
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if(contents.len >= storage_capacity)
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return -1
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if(insertion_allowed(AM))
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AM.forceMove(src)
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if(eigen_teleport) // For teleporting people with linked lockers.
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do_teleport(AM, get_turf(eigen_target), 0)
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if(eigen_target.opened == FALSE)
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eigen_target.bust_open()
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else
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AM.forceMove(src)
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return TRUE
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else
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return FALSE
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@@ -207,6 +255,73 @@
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else
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return open(user)
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/obj/structure/closet/proc/bust_open()
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welded = FALSE //applies to all lockers
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locked = FALSE //applies to critter crates and secure lockers only
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broken = TRUE //applies to secure lockers only
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open()
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/obj/structure/closet/proc/handle_lock_addition(mob/user, obj/item/electronics/airlock/E)
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add_fingerprint(user)
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if(lock_in_use)
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to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
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return
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if(secure)
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to_chat(user, "<span class='notice'>This locker already has a lock!</span>")
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return
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if(broken)
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to_chat(user, "<span class='notice'><b>Unscrew</b> the broken lock first!</span>")
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return
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if(!istype(E))
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return
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user.visible_message("<span class='notice'>[user] begins installing a lock on [src]...</span>","<span class='notice'>You begin installing a lock on [src]...</span>")
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lock_in_use = TRUE
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playsound(loc, 'sound/items/screwdriver.ogg', 50, 1)
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if(!do_after(user, 60, target = src))
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lock_in_use = FALSE
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return
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lock_in_use = FALSE
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to_chat(user, "<span class='notice'>You finish the lock on [src]!</span>")
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E.forceMove(src)
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lockerelectronics = E
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req_access = E.accesses
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secure = TRUE
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update_icon()
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return TRUE
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/obj/structure/closet/proc/handle_lock_removal(mob/user, obj/item/screwdriver/S)
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if(lock_in_use)
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to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
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return
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if(locked)
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to_chat(user, "<span class='notice'>Unlock it first!</span>")
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return
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if(!secure)
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to_chat(user, "<span class='notice'>[src] doesn't have a lock that you can remove!</span>")
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return
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if(!istype(S))
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return
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var/brokenword = broken ? "broken " : null
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user.visible_message("<span class='notice'>[user] begins removing the [brokenword]lock on [src]...</span>","<span class='notice'>You begin removing the [brokenword]lock on [src]...</span>")
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playsound(loc, S.usesound, 50, 1)
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lock_in_use = TRUE
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if(!do_after(user, 100 * S.toolspeed, target = src))
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lock_in_use = FALSE
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return
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to_chat(user, "<span class='notice'>You remove the [brokenword]lock from [src]!</span>")
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if(!QDELETED(lockerelectronics))
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lockerelectronics.add_fingerprint(user)
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lockerelectronics.forceMove(user.loc)
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lockerelectronics = null
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req_access = null
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secure = FALSE
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broken = FALSE
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locked = FALSE
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lock_in_use = FALSE
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update_icon()
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return TRUE
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/obj/structure/closet/deconstruct(disassembled = TRUE)
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if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
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new material_drop(loc, material_drop_amount)
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@@ -234,6 +349,9 @@
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to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
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if(W.use_tool(src, user, 40, volume=50))
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if(eigen_teleport)
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to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to cut!</span>")
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return
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if(!opened)
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return
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user.visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
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@@ -247,18 +365,25 @@
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deconstruct(TRUE)
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return
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if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
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return
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return TRUE
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else if(istype(W, /obj/item/electronics/airlock))
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handle_lock_addition(user, W)
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else if(istype(W, /obj/item/screwdriver))
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handle_lock_removal(user, W)
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else if(istype(W, /obj/item/weldingtool) && can_weld_shut)
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if(!W.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin [welded ? "unwelding":"welding"] \the [src]...</span>")
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if(W.use_tool(src, user, 40, volume=50))
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if(eigen_teleport)
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to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to weld!</span>")
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return
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if(opened)
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return
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welded = !welded
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after_weld(welded)
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user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \the [src].</span>",
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user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelds"] \the [src].</span>",
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"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
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"<span class='italics'>You hear welding.</span>")
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update_icon()
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@@ -401,20 +526,12 @@
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if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
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to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
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/obj/structure/closet/proc/bust_open()
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welded = FALSE //applies to all lockers
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locked = FALSE //applies to critter crates and secure lockers only
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broken = TRUE //applies to secure lockers only
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open()
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/obj/structure/closet/AltClick(mob/user)
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..()
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if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
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if(!user.canUseTopic(src, be_close=TRUE) || !isturf(loc))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(opened || !secure)
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return
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else
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togglelock(user)
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togglelock(user)
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/obj/structure/closet/CtrlShiftClick(mob/living/user)
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if(!HAS_TRAIT(user, TRAIT_SKITTISH))
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@@ -423,20 +540,6 @@
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return
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dive_into(user)
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/obj/structure/closet/proc/togglelock(mob/living/user, silent)
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if(secure && !broken)
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if(allowed(user))
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if(iscarbon(user))
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add_fingerprint(user)
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locked = !locked
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user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
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"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
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update_icon()
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else if(!silent)
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to_chat(user, "<span class='notice'>Access Denied</span>")
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else if(secure && broken)
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to_chat(user, "<span class='warning'>\The [src] is broken!</span>")
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/obj/structure/closet/emag_act(mob/user)
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. = ..()
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if(!secure || broken)
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@@ -447,8 +550,9 @@
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playsound(src, "sparks", 50, 1)
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broken = TRUE
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locked = FALSE
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if(!QDELETED(lockerelectronics))
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QDEL_NULL(lockerelectronics)
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update_icon()
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return TRUE
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/obj/structure/closet/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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@@ -461,16 +565,19 @@
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if (!(. & EMP_PROTECT_CONTENTS))
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for(var/obj/O in src)
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O.emp_act(severity)
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if(secure && !broken && !(. & EMP_PROTECT_SELF))
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if(prob(50 / severity))
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locked = !locked
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update_icon()
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if(prob(20 / severity) && !opened)
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if(!locked)
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open()
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else
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req_access = list()
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req_access += pick(get_all_accesses())
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if(!secure || broken)
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return ..()
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if(prob(50 / severity))
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locked = !locked
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update_icon()
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if(prob(20 / severity) && !opened)
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if(!locked)
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open()
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else
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req_access = list()
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req_access += pick(get_all_accesses())
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if(!QDELETED(lockerelectronics))
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lockerelectronics.accesses = req_access
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/obj/structure/closet/contents_explosion(severity, target)
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for(var/atom/A in contents)
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Reference in New Issue
Block a user