Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into syntheticbloods
This commit is contained in:
@@ -317,9 +317,6 @@
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||||
new stack_type(get_turf(loc))
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qdel(src)
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||||
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||||
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||||
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/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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||||
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
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||||
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
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@@ -338,7 +335,6 @@
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||||
C.Knockdown(20)
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smash(user)
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||||
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/obj/item/chair/stool
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name = "stool"
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icon_state = "stool_toppled"
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@@ -352,6 +348,70 @@
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item_state = "stool_bar"
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origin_type = /obj/structure/chair/stool/bar
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//////////////////////////
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//Brass & Bronze stools!//
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//////////////////////////
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/obj/structure/chair/stool/bar/brass
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name = "brass bar stool"
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desc = "A brass bar stool with red silk for a pillow."
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icon_state = "barbrass"
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item_chair = /obj/item/chair/stool/bar/brass
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buildstacktype = /obj/item/stack/tile/brass
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buildstackamount = 1
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/obj/structure/chair/stool/bar/bronze
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name = "bronze bar stool"
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desc = "A bronze bar stool with red silk for a pillow."
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icon_state = "barbrass"
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item_chair = /obj/item/chair/stool/bar/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstackamount = 1
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/obj/structure/chair/stool/brass
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name = "brass stool"
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desc = "A brass stool with a silk top for comfort."
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icon_state = "stoolbrass"
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item_chair = /obj/item/chair/stool/brass
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buildstacktype = /obj/item/stack/tile/brass
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buildstackamount = 1
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/obj/structure/chair/stool/bronze
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name = "bronze stool"
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desc = "A bronze stool with a silk top for comfort."
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icon_state = "stoolbrass"
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item_chair = /obj/item/chair/stool/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstackamount = 1
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/obj/item/chair/stool/brass
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name = "brass stool"
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icon_state = "stoolbrass_toppled"
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item_state = "stoolbrass"
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origin_type = /obj/structure/chair/stool/brass
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/obj/item/chair/stool/bar/brass
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name = "brass bar stool"
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icon_state = "barbrass_toppled"
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item_state = "stoolbrass_bar"
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origin_type = /obj/structure/chair/stool/bar/brass
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/obj/item/chair/stool/bronze
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name = "bronze stool"
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icon_state = "stoolbrass_toppled"
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item_state = "stoolbrass"
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origin_type = /obj/structure/chair/stool/bronze
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/obj/item/chair/stool/bar/bronze
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name = "bronze bar stool"
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icon_state = "barbrass_toppled"
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item_state = "stoolbrass_bar"
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origin_type = /obj/structure/chair/stool/bar/bronze
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/////////////////////////////////
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//End of Brass & Bronze stools!//
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/////////////////////////////////
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/obj/item/chair/stool/narsie_act()
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return //sturdy enough to ignore a god
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@@ -34,7 +34,8 @@
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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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||||
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||||
/obj/structure/closet/Initialize(mapload)
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. = ..()
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||||
@@ -42,47 +43,56 @@
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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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||||
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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 +127,37 @@
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return FALSE
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||||
return TRUE
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||||
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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(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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@@ -207,6 +245,73 @@
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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))
|
||||
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
|
||||
req_access = E.accesses
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||||
secure = TRUE
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/closet/proc/handle_lock_removal(mob/user, obj/item/screwdriver/S)
|
||||
if(lock_in_use)
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||||
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
|
||||
return
|
||||
if(locked)
|
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to_chat(user, "<span class='notice'>Unlock it first!</span>")
|
||||
return
|
||||
if(!secure)
|
||||
to_chat(user, "<span class='notice'>[src] doesn't have a lock that you can remove!</span>")
|
||||
return
|
||||
if(!istype(S))
|
||||
return
|
||||
var/brokenword = broken ? "broken " : null
|
||||
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>")
|
||||
playsound(loc, S.usesound, 50, 1)
|
||||
lock_in_use = TRUE
|
||||
if(!do_after(user, 100 * S.toolspeed, target = src))
|
||||
lock_in_use = FALSE
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You remove the [brokenword]lock from [src]!</span>")
|
||||
if(!QDELETED(lockerelectronics))
|
||||
lockerelectronics.add_fingerprint(user)
|
||||
lockerelectronics.forceMove(user.loc)
|
||||
lockerelectronics = null
|
||||
req_access = null
|
||||
secure = FALSE
|
||||
broken = FALSE
|
||||
locked = FALSE
|
||||
lock_in_use = FALSE
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/structure/closet/deconstruct(disassembled = TRUE)
|
||||
if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
|
||||
new material_drop(loc, material_drop_amount)
|
||||
@@ -247,7 +352,11 @@
|
||||
deconstruct(TRUE)
|
||||
return
|
||||
if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
|
||||
return
|
||||
return TRUE
|
||||
else if(istype(W, /obj/item/electronics/airlock))
|
||||
handle_lock_addition(user, W)
|
||||
else if(istype(W, /obj/item/screwdriver))
|
||||
handle_lock_removal(user, W)
|
||||
else if(istype(W, /obj/item/weldingtool) && can_weld_shut)
|
||||
if(!W.tool_start_check(user, amount=0))
|
||||
return
|
||||
@@ -258,7 +367,7 @@
|
||||
return
|
||||
welded = !welded
|
||||
after_weld(welded)
|
||||
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \the [src].</span>",
|
||||
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelds"] \the [src].</span>",
|
||||
"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
update_icon()
|
||||
@@ -401,20 +510,12 @@
|
||||
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
|
||||
to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
|
||||
|
||||
/obj/structure/closet/proc/bust_open()
|
||||
welded = FALSE //applies to all lockers
|
||||
locked = FALSE //applies to critter crates and secure lockers only
|
||||
broken = TRUE //applies to secure lockers only
|
||||
open()
|
||||
|
||||
/obj/structure/closet/AltClick(mob/user)
|
||||
..()
|
||||
if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
|
||||
if(!user.canUseTopic(src, be_close=TRUE) || !isturf(loc))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(opened || !secure)
|
||||
return
|
||||
else
|
||||
togglelock(user)
|
||||
togglelock(user)
|
||||
|
||||
/obj/structure/closet/CtrlShiftClick(mob/living/user)
|
||||
if(!HAS_TRAIT(user, TRAIT_SKITTISH))
|
||||
@@ -423,20 +524,6 @@
|
||||
return
|
||||
dive_into(user)
|
||||
|
||||
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
|
||||
if(secure && !broken)
|
||||
if(allowed(user))
|
||||
if(iscarbon(user))
|
||||
add_fingerprint(user)
|
||||
locked = !locked
|
||||
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
|
||||
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
|
||||
update_icon()
|
||||
else if(!silent)
|
||||
to_chat(user, "<span class='notice'>Access Denied</span>")
|
||||
else if(secure && broken)
|
||||
to_chat(user, "<span class='warning'>\The [src] is broken!</span>")
|
||||
|
||||
/obj/structure/closet/emag_act(mob/user)
|
||||
if(secure && !broken)
|
||||
user.visible_message("<span class='warning'>Sparks fly from [src]!</span>",
|
||||
@@ -445,6 +532,9 @@
|
||||
playsound(src, "sparks", 50, 1)
|
||||
broken = TRUE
|
||||
locked = FALSE
|
||||
if(!QDELETED(lockerelectronics))
|
||||
qdel(lockerelectronics)
|
||||
lockerelectronics = null
|
||||
update_icon()
|
||||
|
||||
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
|
||||
@@ -458,16 +548,19 @@
|
||||
if (!(. & EMP_PROTECT_CONTENTS))
|
||||
for(var/obj/O in src)
|
||||
O.emp_act(severity)
|
||||
if(secure && !broken && !(. & EMP_PROTECT_SELF))
|
||||
if(prob(50 / severity))
|
||||
locked = !locked
|
||||
update_icon()
|
||||
if(prob(20 / severity) && !opened)
|
||||
if(!locked)
|
||||
open()
|
||||
else
|
||||
req_access = list()
|
||||
req_access += pick(get_all_accesses())
|
||||
if(!secure || broken)
|
||||
return ..()
|
||||
if(prob(50 / severity))
|
||||
locked = !locked
|
||||
update_icon()
|
||||
if(prob(20 / severity) && !opened)
|
||||
if(!locked)
|
||||
open()
|
||||
else
|
||||
req_access = list()
|
||||
req_access += pick(get_all_accesses())
|
||||
if(!QDELETED(lockerelectronics))
|
||||
lockerelectronics.accesses = req_access
|
||||
|
||||
/obj/structure/closet/contents_explosion(severity, target)
|
||||
for(var/atom/A in contents)
|
||||
|
||||
@@ -49,6 +49,12 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/structure/closet/body_bag/handle_lock_addition()
|
||||
return
|
||||
|
||||
/obj/structure/closet/body_bag/handle_lock_removal()
|
||||
return
|
||||
|
||||
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
|
||||
. = ..()
|
||||
if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
|
||||
|
||||
@@ -57,6 +57,11 @@
|
||||
I.alpha = 0
|
||||
animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
|
||||
|
||||
/obj/structure/closet/cardboard/handle_lock_addition() //Whoever heard of a lockable cardboard box anyway
|
||||
return
|
||||
|
||||
/obj/structure/closet/cardboard/handle_lock_removal()
|
||||
return
|
||||
|
||||
/obj/structure/closet/cardboard/metal
|
||||
name = "large metal box"
|
||||
|
||||
@@ -358,3 +358,8 @@
|
||||
new /obj/item/clothing/shoes/workboots/mining(src)
|
||||
new /obj/item/storage/backpack/satchel/explorer(src)
|
||||
|
||||
/obj/structure/closet/coffin/handle_lock_addition()
|
||||
return
|
||||
|
||||
/obj/structure/closet/coffin/handle_lock_removal()
|
||||
return
|
||||
|
||||
@@ -4,6 +4,18 @@
|
||||
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
|
||||
var/registered_name = null
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/examine(mob/user)
|
||||
..()
|
||||
if(registered_name)
|
||||
to_chat(user, "<span class='notice'>The display reads, \"Owned by [registered_name]\".</span>")
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/check_access(obj/item/card/id/I)
|
||||
. = ..()
|
||||
if(!I || !istype(I))
|
||||
return
|
||||
if(registered_name == I.registered_name)
|
||||
return TRUE
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/PopulateContents()
|
||||
..()
|
||||
if(prob(50))
|
||||
@@ -33,21 +45,21 @@
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
|
||||
var/obj/item/card/id/I = W.GetID()
|
||||
if(istype(I))
|
||||
if(broken)
|
||||
to_chat(user, "<span class='danger'>It appears to be broken.</span>")
|
||||
return
|
||||
if(!I || !I.registered_name)
|
||||
return
|
||||
if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
|
||||
//they can open all lockers, or nobody owns this, or they own this locker
|
||||
locked = !locked
|
||||
update_icon()
|
||||
|
||||
if(!registered_name)
|
||||
registered_name = I.registered_name
|
||||
desc = "Owned by [I.registered_name]."
|
||||
else
|
||||
to_chat(user, "<span class='danger'>Access Denied.</span>")
|
||||
else
|
||||
if(!I || !istype(I))
|
||||
return ..()
|
||||
if(!can_lock(user, FALSE)) //Can't do anything if there isn't a lock!
|
||||
return
|
||||
if(I.registered_name && !registered_name)
|
||||
to_chat(user, "<span class='notice'>You claim [src].</span>")
|
||||
registered_name = I.registered_name
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/handle_lock_addition() //If lock construction is successful we don't care what access the electronics had, so we override it
|
||||
if(..())
|
||||
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
|
||||
lockerelectronics.accesses = req_access
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/handle_lock_removal()
|
||||
if(..())
|
||||
registered_name = null
|
||||
|
||||
@@ -54,6 +54,12 @@
|
||||
manifest = null
|
||||
update_icon()
|
||||
|
||||
/obj/structure/closet/crate/handle_lock_addition()
|
||||
return
|
||||
|
||||
/obj/structure/closet/crate/handle_lock_removal()
|
||||
return
|
||||
|
||||
/obj/structure/closet/crate/proc/tear_manifest(mob/user)
|
||||
to_chat(user, "<span class='notice'>You tear the manifest off of [src].</span>")
|
||||
playsound(src, 'sound/items/poster_ripped.ogg', 75, 1)
|
||||
|
||||
@@ -79,4 +79,4 @@
|
||||
var/n_color = input(H, "Choose your [garment_type]'\s color.", "Character Preference", default_color) as color|null
|
||||
if(!n_color || !H.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return default_color
|
||||
return n_color
|
||||
return sanitize_hexcolor(n_color, include_crunch= TRUE)
|
||||
|
||||
@@ -0,0 +1,175 @@
|
||||
#define BREAKER_ANIMATION_LENGTH 32
|
||||
#define BREAKER_SLAT_RAISED 1
|
||||
#define BREAKER_SLAT_MOVING 2
|
||||
#define BREAKER_SLAT_DROPPED 3
|
||||
#define BREAKER_ACTIVATE_DELAY 30
|
||||
#define BREAKER_WRENCH_DELAY 10
|
||||
#define BREAKER_ACTION_INUSE 5
|
||||
#define BREAKER_ACTION_WRENCH 6
|
||||
|
||||
/obj/structure/femur_breaker
|
||||
name = "femur breaker"
|
||||
desc = "A large structure used to break the femurs of traitors and treasonists."
|
||||
icon = 'icons/obj/femur_breaker.dmi'
|
||||
icon_state = "breaker_raised"
|
||||
can_buckle = TRUE
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
max_buckled_mobs = 1
|
||||
buckle_lying = TRUE
|
||||
buckle_prevents_pull = TRUE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
var/slat_status = BREAKER_SLAT_RAISED
|
||||
var/current_action = 0 // What's currently happening to the femur breaker
|
||||
|
||||
/obj/structure/femur_breaker/examine(mob/user)
|
||||
..()
|
||||
|
||||
var/msg = ""
|
||||
|
||||
msg += "It is [anchored ? "secured to the floor." : "unsecured."]<br/>"
|
||||
|
||||
if (slat_status == BREAKER_SLAT_RAISED)
|
||||
msg += "The breaker slat is in a neutral position."
|
||||
else
|
||||
msg += "The breaker slat is lowered, and must be raised."
|
||||
|
||||
if (LAZYLEN(buckled_mobs))
|
||||
msg += "<br/>"
|
||||
msg += "Someone appears to be strapped in. You can help them unbuckle, or activate the femur breaker."
|
||||
|
||||
to_chat(user, msg)
|
||||
|
||||
return msg
|
||||
|
||||
/obj/structure/femur_breaker/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
|
||||
// Currently being used
|
||||
if (current_action)
|
||||
return
|
||||
|
||||
switch (slat_status)
|
||||
if (BREAKER_SLAT_MOVING)
|
||||
return
|
||||
if (BREAKER_SLAT_DROPPED)
|
||||
slat_status = BREAKER_SLAT_MOVING
|
||||
icon_state = "breaker_raise"
|
||||
addtimer(CALLBACK(src, .proc/raise_slat), BREAKER_ANIMATION_LENGTH)
|
||||
return
|
||||
if (BREAKER_SLAT_RAISED)
|
||||
if (LAZYLEN(buckled_mobs))
|
||||
if (user.a_intent == INTENT_HARM)
|
||||
user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
|
||||
"<span class='warning'>You begin to the pull the lever.</span>")
|
||||
current_action = BREAKER_ACTION_INUSE
|
||||
|
||||
if (do_after(user, BREAKER_ACTIVATE_DELAY, target = src) && slat_status == BREAKER_SLAT_RAISED)
|
||||
current_action = 0
|
||||
slat_status = BREAKER_SLAT_MOVING
|
||||
icon_state = "breaker_drop"
|
||||
drop_slat(user)
|
||||
else
|
||||
current_action = 0
|
||||
else
|
||||
var/mob/living/carbon/human/H = buckled_mobs[1]
|
||||
|
||||
if (H)
|
||||
H.regenerate_icons()
|
||||
|
||||
unbuckle_all_mobs()
|
||||
else //HERE
|
||||
slat_status = BREAKER_SLAT_DROPPED
|
||||
icon_state = "breaker_drop"
|
||||
|
||||
/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
|
||||
H.emote("scream")
|
||||
H.apply_damage(150, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
|
||||
H.adjustBruteLoss(rand(5,20) + (max(0, H.health))) //Make absolutely sure they end up in crit, so that they can succumb if they wish.
|
||||
|
||||
/obj/structure/femur_breaker/proc/raise_slat()
|
||||
slat_status = BREAKER_SLAT_RAISED
|
||||
icon_state = "breaker_raised"
|
||||
|
||||
/obj/structure/femur_breaker/proc/drop_slat(mob/user)
|
||||
if (buckled_mobs.len)
|
||||
var/mob/living/carbon/human/H = buckled_mobs[1]
|
||||
|
||||
if (!H)
|
||||
return
|
||||
|
||||
playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
|
||||
H.Stun(BREAKER_ANIMATION_LENGTH)
|
||||
addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
|
||||
log_combat(user, H, "femur broke", src)
|
||||
|
||||
slat_status = BREAKER_SLAT_DROPPED
|
||||
icon_state = "breaker"
|
||||
|
||||
/obj/structure/femur_breaker/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
|
||||
if (!anchored)
|
||||
to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
|
||||
return FALSE
|
||||
|
||||
if (!istype(M, /mob/living/carbon/human))
|
||||
to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
|
||||
return FALSE
|
||||
|
||||
if (slat_status != BREAKER_SLAT_RAISED)
|
||||
to_chat(usr, "<span class='warning'>The femur breaker must be in its neutral position before buckling someone in!</span>")
|
||||
return FALSE
|
||||
|
||||
return ..(M, force, FALSE)
|
||||
|
||||
/obj/structure/femur_breaker/post_buckle_mob(mob/living/M)
|
||||
if (!istype(M, /mob/living/carbon/human))
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if (H.dna)
|
||||
if (H.dna.species)
|
||||
var/datum/species/S = H.dna.species
|
||||
|
||||
if (!istype(S))
|
||||
unbuckle_all_mobs()
|
||||
else
|
||||
unbuckle_all_mobs()
|
||||
else
|
||||
unbuckle_all_mobs()
|
||||
|
||||
..()
|
||||
|
||||
/obj/structure/femur_breaker/can_be_unfasten_wrench(mob/user, silent)
|
||||
if (LAZYLEN(buckled_mobs))
|
||||
if (!silent)
|
||||
to_chat(user, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
|
||||
return FAILED_UNFASTEN
|
||||
|
||||
if (current_action)
|
||||
return FAILED_UNFASTEN
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/structure/femur_breaker/wrench_act(mob/living/user, obj/item/I)
|
||||
if (current_action)
|
||||
return
|
||||
|
||||
current_action = BREAKER_ACTION_WRENCH
|
||||
|
||||
if (do_after(user, BREAKER_WRENCH_DELAY, target = src))
|
||||
current_action = 0
|
||||
default_unfasten_wrench(user, I, 0)
|
||||
setDir(SOUTH)
|
||||
return TRUE
|
||||
else
|
||||
current_action = 0
|
||||
|
||||
#undef BREAKER_ANIMATION_LENGTH
|
||||
#undef BREAKER_SLAT_RAISED
|
||||
#undef BREAKER_SLAT_MOVING
|
||||
#undef BREAKER_SLAT_DROPPED
|
||||
#undef BREAKER_ACTIVATE_DELAY
|
||||
#undef BREAKER_WRENCH_DELAY
|
||||
#undef BREAKER_ACTION_INUSE
|
||||
#undef BREAKER_ACTION_WRENCH
|
||||
Reference in New Issue
Block a user