Snowdin 2.0
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CitadelStationBot
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//Chain link fences
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//Sprites ported from /VG/
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#define CUT_TIME 100
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#define CLIMB_TIME 150
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#define NO_HOLE 0 //section is intact
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#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
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#define LARGE_HOLE 2 //large hole in the section - can walk through
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#define MAX_HOLE_SIZE LARGE_HOLE
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/obj/structure/fence
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name = "fence"
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desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
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density = TRUE
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anchored = TRUE
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icon = 'icons/obj/fence.dmi'
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icon_state = "straight"
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var/cuttable = TRUE
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var/hole_size= NO_HOLE
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var/invulnerable = FALSE
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/obj/structure/fence/Initialize()
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. = ..()
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update_cut_status()
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/obj/structure/fence/examine(mob/user)
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.=..()
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switch(hole_size)
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if(MEDIUM_HOLE)
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user.show_message("There is a large hole in \the [src].")
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if(LARGE_HOLE)
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user.show_message("\The [src] has been completely cut through.")
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/obj/structure/fence/end
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icon_state = "end"
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cuttable = FALSE
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/obj/structure/fence/corner
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icon_state = "corner"
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cuttable = FALSE
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/obj/structure/fence/post
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icon_state = "post"
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cuttable = FALSE
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/obj/structure/fence/cut/medium
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icon_state = "straight_cut2"
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hole_size = MEDIUM_HOLE
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/obj/structure/fence/cut/large
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icon_state = "straight_cut3"
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hole_size = LARGE_HOLE
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/obj/structure/fence/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/wirecutters))
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if(!cuttable)
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to_chat(user, "<span class='notice'>This section of the fence can't be cut.</span>")
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return
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if(invulnerable)
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to_chat(user, "<span class='notice'>This fence is too strong to cut through.</span>")
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return
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var/current_stage = hole_size
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if(current_stage >= MAX_HOLE_SIZE)
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to_chat(user, "<span class='notice'>This fence has too much cut out of it already.</span>")
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return
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user.visible_message("<span class='danger'>\The [user] starts cutting through \the [src] with \the [W].</span>",\
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"<span class='danger'>You start cutting through \the [src] with \the [W].</span>")
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if(do_after(user, CUT_TIME*W.toolspeed, target = src))
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if(current_stage == hole_size)
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switch(++hole_size)
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if(MEDIUM_HOLE)
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visible_message("<span class='notice'>\The [user] cuts into \the [src] some more.</span>")
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to_chat(user, "<span class='info'>You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.</span>")
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climbable = TRUE
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if(LARGE_HOLE)
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visible_message("<span class='notice'>\The [user] completely cuts through \the [src].</span>")
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to_chat(user, "<span class='info'>The hole in \the [src] is now big enough to walk through.</span>")
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climbable = FALSE
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update_cut_status()
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return TRUE
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/obj/structure/fence/proc/update_cut_status()
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if(!cuttable)
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return
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density = TRUE
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switch(hole_size)
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if(NO_HOLE)
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icon_state = initial(icon_state)
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if(MEDIUM_HOLE)
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icon_state = "straight_cut2"
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if(LARGE_HOLE)
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icon_state = "straight_cut3"
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density = FALSE
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//FENCE DOORS
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/obj/structure/fence/door
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name = "fence door"
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desc = "Not very useful without a real lock."
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icon_state = "door_closed"
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cuttable = FALSE
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var/open = FALSE
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/obj/structure/fence/door/Initialize()
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. = ..()
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update_door_status()
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/obj/structure/fence/door/opened
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icon_state = "door_opened"
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open = TRUE
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density = TRUE
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/obj/structure/fence/door/attack_hand(mob/user)
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if(can_open(user))
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toggle(user)
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return TRUE
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/obj/structure/fence/door/proc/toggle(mob/user)
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switch(open)
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if(FALSE)
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visible_message("<span class='notice'>\The [user] opens \the [src].</span>")
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open = TRUE
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if(TRUE)
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visible_message("<span class='notice'>\The [user] closes \the [src].</span>")
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open = FALSE
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update_door_status()
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playsound(src, 'sound/machines/click.ogg', 100, 1)
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/obj/structure/fence/door/proc/update_door_status()
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switch(open)
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if(FALSE)
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density = TRUE
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icon_state = "door_closed"
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if(TRUE)
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density = FALSE
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icon_state = "door_opened"
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/obj/structure/fence/door/proc/can_open(mob/user)
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return TRUE
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#undef CUT_TIME
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#undef CLIMB_TIME
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#undef NO_HOLE
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#undef SMALL_HOLE
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#undef MEDIUM_HOLE
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#undef LARGE_HOLE
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#undef MAX_HOLE_SIZE
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@@ -161,3 +161,9 @@
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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/obj/structure/fluff/fokoff_sign
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name = "crude sign"
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desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "fokof"
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