componentization part 1: "The flawed theorical code"
This commit is contained in:
@@ -1,61 +0,0 @@
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/mob/living/carbon/human/virtual_reality
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var/datum/mind/real_mind // where is my mind t. pixies
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var/obj/machinery/vr_sleeper/vr_sleeper
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var/datum/action/quit_vr/quit_action
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/mob/living/carbon/human/virtual_reality/Initialize()
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. = ..()
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quit_action = new()
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quit_action.Grant(src)
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/mob/living/carbon/human/virtual_reality/death()
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revert_to_reality()
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..()
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/mob/living/carbon/human/virtual_reality/Destroy()
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revert_to_reality()
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return ..()
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/mob/living/carbon/human/virtual_reality/Life()
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. = ..()
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if(real_mind)
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var/mob/living/real_me = real_mind.current
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if (real_me && real_me.stat == CONSCIOUS)
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return
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revert_to_reality(FALSE)
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/mob/living/carbon/human/virtual_reality/ghostize()
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stack_trace("Ghostize was called on a virtual reality mob")
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/mob/living/carbon/human/virtual_reality/ghost()
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set category = "OOC"
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set name = "Ghost"
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set desc = "Relinquish your life and enter the land of the dead."
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revert_to_reality(FALSE)
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/mob/living/carbon/human/virtual_reality/proc/revert_to_reality(deathchecks = TRUE)
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if(real_mind && mind)
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real_mind.current.audiovisual_redirect = null
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real_mind.current.ckey = ckey
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real_mind.current.stop_sound_channel(CHANNEL_HEARTBEAT)
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if(deathchecks && vr_sleeper)
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if(vr_sleeper.you_die_in_the_game_you_die_for_real)
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to_chat(real_mind, "<span class='warning'>You feel everything fading away...</span>")
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real_mind.current.death(0)
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if(deathchecks && vr_sleeper)
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vr_sleeper.vr_human = null
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vr_sleeper = null
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real_mind = null
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/datum/action/quit_vr
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name = "Quit Virtual Reality"
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icon_icon = 'icons/mob/actions/actions_vr.dmi'
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button_icon_state = "logout"
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/datum/action/quit_vr/Trigger()
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if(..())
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if(istype(owner, /mob/living/carbon/human/virtual_reality))
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var/mob/living/carbon/human/virtual_reality/VR = owner
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VR.revert_to_reality(FALSE)
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else
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Remove(owner)
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@@ -0,0 +1,42 @@
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/mob/proc/build_virtual_character(mob/M)
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mind_initialize()
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if(!M)
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return FALSE
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name = M.name
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real_name = M.real_name
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return TRUE
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/mob/living/carbon/build_virtual_character(mob/M)
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. = ..()
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if(!.)
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return
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if(!iscarbon(M))
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return FALSE
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var/mob/living/carbon/C = M
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C.dna?.transfer_identity(src)
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/mob/living/carbon/human/build_virtual_character(mob/M, datum/outfit/outfit)
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. = ..()
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if(!.)
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return
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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socks = H.socks
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undershirt = H.undershirt
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underwear = H.underwear
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give_genitals(TRUE)
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if(outfit)
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var/datum/outfit/O = new outfit()
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O.equip(src)
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name = M.name
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real_name = M.real_name
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/datum/action/quit_vr
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name = "Quit Virtual Reality"
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icon_icon = 'icons/mob/actions/actions_vr.dmi'
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button_icon_state = "logout"
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/datum/action/quit_vr/Trigger() //this merely a trigger for /datum/component/virtual_reality
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. = ..()
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if(!.)
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Remove(owner)
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@@ -1,5 +1,3 @@
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//Glorified teleporter that puts you in a new human body.
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// it's """VR"""
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/obj/machinery/vr_sleeper
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@@ -12,9 +10,9 @@
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circuit = /obj/item/circuitboard/machine/vr_sleeper
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var/you_die_in_the_game_you_die_for_real = FALSE
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var/datum/effect_system/spark_spread/sparks
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var/mob/living/carbon/human/virtual_reality/vr_human
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var/mob/living/vr_mob
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var/vr_category = "default" //Specific category of spawn points to pick from
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var/allow_creating_vr_humans = TRUE //So you can have vr_sleepers that always spawn you as a specific person or 1 life/chance vr games
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var/allow_creating_vr_mobs = TRUE //So you can have vr_sleepers that always spawn you as a specific person or 1 life/chance vr games
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var/only_current_user_can_interact = FALSE
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/obj/machinery/vr_sleeper/Initialize()
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@@ -44,7 +42,7 @@
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/obj/machinery/vr_sleeper/Destroy()
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open_machine()
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cleanup_vr_human()
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cleanup_vr_mob()
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QDEL_NULL(sparks)
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return ..()
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@@ -57,6 +55,10 @@
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return
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/obj/machinery/vr_sleeper/emag_act(mob/user)
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. = ..()
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if(!(obj_flags & EMAGGED))
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return
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obj_flags |= EMAGGED
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you_die_in_the_game_you_die_for_real = TRUE
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sparks.start()
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addtimer(CALLBACK(src, .proc/emagNotify), 150)
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@@ -65,12 +67,11 @@
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icon_state = "[initial(icon_state)][state_open ? "-open" : ""]"
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/obj/machinery/vr_sleeper/open_machine()
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if(!state_open)
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if(vr_human)
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vr_human.revert_to_reality(FALSE)
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if(occupant)
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SStgui.close_user_uis(occupant, src)
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..()
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if(state_open)
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return
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if(occupant)
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SStgui.close_user_uis(occupant, src)
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return ..()
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/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/user)
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if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
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@@ -91,21 +92,21 @@
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var/mob/living/carbon/human/human_occupant = occupant
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if(human_occupant && human_occupant.mind && usr == occupant)
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to_chat(occupant, "<span class='warning'>Transferring to virtual reality...</span>")
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if(vr_human && vr_human.stat == CONSCIOUS && !vr_human.real_mind)
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if(vr_mob && vr_mob.stat == CONSCIOUS && !vr_mob.GetComponent(/datum/component/virtual_reality))
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SStgui.close_user_uis(occupant, src)
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human_occupant.audiovisual_redirect = vr_human
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vr_human.real_mind = human_occupant.mind
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vr_human.ckey = human_occupant.ckey
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to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
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vr_mob.AddComponent(/datum/component/virtual_reality, human_occupant.mind, src, you_die_in_the_game_you_die_for_real)
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human_occupant.audiovisual_redirect = vr_mob
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vr_mob.ckey = human_occupant.ckey
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to_chat(vr_mob, "<span class='notice'>Transfer successful! You are now playing as [vr_mob] in VR!</span>")
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else
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if(allow_creating_vr_humans)
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if(allow_creating_vr_mobs)
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to_chat(occupant, "<span class='warning'>Virtual avatar not found, attempting to create one...</span>")
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var/obj/effect/landmark/vr_spawn/V = get_vr_spawnpoint()
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var/turf/T = get_turf(V)
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if(T)
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SStgui.close_user_uis(occupant, src)
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build_virtual_human(occupant, T, V.vr_outfit)
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to_chat(vr_human, "<span class='notice'>Transfer successful! You are now playing as [vr_human] in VR!</span>")
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new_player(occupant, T, V.vr_outfit)
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to_chat(vr_mob, "<span class='notice'>Transfer successful! You are now playing as [vr_mob] in VR!</span>")
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else
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to_chat(occupant, "<span class='warning'>Virtual world misconfigured, aborting transfer</span>")
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else
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@@ -113,8 +114,8 @@
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. = TRUE
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if("delete_avatar")
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if(!occupant || usr == occupant)
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if(vr_human)
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cleanup_vr_human()
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if(vr_mob)
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cleanup_vr_mob()
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else
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to_chat(usr, "<span class='warning'>The VR Sleeper's safeties prevent you from doing that.</span>")
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. = TRUE
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@@ -127,10 +128,10 @@
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/obj/machinery/vr_sleeper/ui_data(mob/user)
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var/list/data = list()
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if(vr_human && !QDELETED(vr_human))
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if(vr_mob && !QDELETED(vr_mob))
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data["can_delete_avatar"] = TRUE
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var/status
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switch(vr_human.stat)
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switch(vr_mob.stat)
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if(CONSCIOUS)
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status = "Conscious"
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if(DEAD)
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@@ -139,7 +140,7 @@
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status = "Unconscious"
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if(SOFT_CRIT)
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status = "Barely Conscious"
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data["vr_avatar"] = list("name" = vr_human.name, "status" = status, "health" = vr_human.health, "maxhealth" = vr_human.maxHealth)
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data["vr_avatar"] = list("name" = vr_mob.name, "status" = status, "health" = vr_mob.health, "maxhealth" = vr_mob.maxHealth)
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data["toggle_open"] = state_open
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data["emagged"] = you_die_in_the_game_you_die_for_real
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data["isoccupant"] = (user == occupant)
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@@ -153,37 +154,28 @@
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for(var/obj/effect/landmark/vr_spawn/V in GLOB.landmarks_list)
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GLOB.vr_spawnpoints[V.vr_category] = V
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/obj/machinery/vr_sleeper/proc/build_virtual_human(mob/living/carbon/human/H, location, var/datum/outfit/outfit, transfer = TRUE)
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if(H)
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cleanup_vr_human()
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vr_human = new /mob/living/carbon/human/virtual_reality(location)
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vr_human.mind_initialize()
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vr_human.vr_sleeper = src
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vr_human.real_mind = H.mind
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H.dna.transfer_identity(vr_human)
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vr_human.name = H.name
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vr_human.real_name = H.real_name
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vr_human.socks = H.socks
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vr_human.undershirt = H.undershirt
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vr_human.underwear = H.underwear
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vr_human.updateappearance(TRUE, TRUE, TRUE)
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vr_human.give_genitals(TRUE) //CITADEL ADD
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if(outfit)
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var/datum/outfit/O = new outfit()
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O.equip(vr_human)
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if(transfer && H.mind)
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SStgui.close_user_uis(H, src)
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H.audiovisual_redirect = vr_human
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vr_human.ckey = H.ckey
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/obj/machinery/vr_sleeper/proc/new_player(mob/living/carbon/human/H, location, datum/outfit/outfit, transfer = TRUE)
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if(!H)
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return
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cleanup_vr_mob()
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vr_mob = new /mob/living/carbon/human(location)
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if(vr_mob.build_virtual_character(H, outfit))
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var/mob/living/carbon/human/vr_H = vr_mob
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vr_H.updateappearance(TRUE, TRUE, TRUE)
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if(!transfer || !H.mind)
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return
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vr_mob.AddComponent(/datum/component/virtual_reality, H.mind, src, you_die_in_the_game_you_die_for_real)
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SStgui.close_user_uis(H, src)
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H.audiovisual_redirect = vr_mob
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vr_mob.ckey = H.ckey
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/obj/machinery/vr_sleeper/proc/cleanup_vr_human()
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if(vr_human)
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vr_human.vr_sleeper = null // Prevents race condition where a new human could get created out of order and set to null.
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QDEL_NULL(vr_human)
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/obj/machinery/vr_sleeper/proc/cleanup_vr_mob()
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if(vr_mob)
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QDEL_NULL(vr_mob)
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/obj/machinery/vr_sleeper/proc/emagNotify()
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if(vr_human)
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vr_human.Dizzy(10)
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if(vr_mob)
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vr_mob.Dizzy(10)
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/obj/effect/landmark/vr_spawn //places you can spawn in VR, auto selected by the vr_sleeper during get_vr_spawnpoint()
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var/vr_category = "default" //So we can have specific sleepers, eg: "Basketball VR Sleeper", etc.
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@@ -215,6 +207,7 @@
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color = "#00FF00"
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invisibility = INVISIBILITY_ABSTRACT
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var/area/vr_area
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var/list/corpse_party
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/obj/effect/vr_clean_master/Initialize()
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. = ..()
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@@ -227,7 +220,8 @@
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qdel(casing)
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for(var/obj/effect/decal/cleanable/C in vr_area)
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qdel(C)
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for (var/mob/living/carbon/human/virtual_reality/H in vr_area)
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if (H.stat == DEAD && !H.vr_sleeper && !H.real_mind)
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qdel(H)
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for (var/A in corpse_party)
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var/mob/M = A
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if(get_area(M) == vr_area && M.stat == DEAD)
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qdel(M)
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addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)
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