Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-33783
# Conflicts: # _maps/map_files/generic/CentCom.dmm # code/modules/mob/living/living.dm
This commit is contained in:
@@ -76,6 +76,9 @@
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/area/shuttle/escape
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name = "Emergency Shuttle"
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/area/shuttle/escape/backup
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name = "Backup Emergency Shuttle"
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/area/shuttle/escape/luxury
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name = "Luxurious Emergency Shuttle"
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noteleport = TRUE
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@@ -83,12 +83,23 @@
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if(!eyeobj.eye_initialized)
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var/camera_location
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for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
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if(!C.can_use() || z_lock.len && !(C.z in z_lock))
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continue
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if(C.network & networks)
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camera_location = get_turf(C)
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break
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var/turf/myturf = get_turf(src)
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if(eyeobj.use_static)
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if((!z_lock.len || (myturf.z in z_lock)) && GLOB.cameranet.checkTurfVis(myturf))
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camera_location = myturf
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else
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for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
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if(!C.can_use() || z_lock.len && !(C.z in z_lock))
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continue
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var/list/network_overlap = networks & C.network
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if(network_overlap.len)
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camera_location = get_turf(C)
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break
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else
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camera_location = myturf
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if(z_lock.len && !(myturf.z in z_lock))
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camera_location = locate(round(world.maxx/2), round(world.maxy/2), z_lock[1])
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if(camera_location)
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eyeobj.eye_initialized = TRUE
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give_eye_control(L)
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@@ -1,66 +1,68 @@
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/obj/machinery/door/poddoor
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name = "blast door"
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desc = "A heavy duty blast door that opens mechanically."
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icon = 'icons/obj/doors/blastdoor.dmi'
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icon_state = "closed"
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var/id = 1
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/obj/machinery/door/poddoor
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name = "blast door"
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desc = "A heavy duty blast door that opens mechanically."
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icon = 'icons/obj/doors/blastdoor.dmi'
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icon_state = "closed"
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var/id = 1
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sub_door = TRUE
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explosion_block = 3
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explosion_block = 3
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heat_proof = TRUE
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safe = FALSE
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max_integrity = 600
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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damage_deflection = 70
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/obj/machinery/door/poddoor/preopen
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icon_state = "open"
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max_integrity = 600
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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damage_deflection = 70
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/obj/machinery/door/poddoor/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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/obj/machinery/door/poddoor/ert
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desc = "A heavy duty blast door that only opens for dire emergencies."
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//special poddoors that open when emergency shuttle docks at centcom
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/obj/machinery/door/poddoor/shuttledock
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var/checkdir = 4 //door won't open if turf in this dir is `turftype`
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var/turftype = /turf/open/space
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/obj/machinery/door/poddoor/shuttledock/proc/check()
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var/turf/T = get_step(src, checkdir)
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if(!istype(T, turftype))
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INVOKE_ASYNC(src, .proc/open)
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else
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INVOKE_ASYNC(src, .proc/close)
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opacity = 0
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/obj/machinery/door/poddoor/ert
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desc = "A heavy duty blast door that only opens for dire emergencies."
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//special poddoors that open when emergency shuttle docks at centcom
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/obj/machinery/door/poddoor/shuttledock
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var/checkdir = 4 //door won't open if turf in this dir is `turftype`
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var/turftype = /turf/open/space
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/obj/machinery/door/poddoor/shuttledock/proc/check()
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var/turf/T = get_step(src, checkdir)
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if(!istype(T, turftype))
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INVOKE_ASYNC(src, .proc/open)
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else
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INVOKE_ASYNC(src, .proc/close)
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/obj/machinery/door/poddoor/CollidedWith(atom/movable/AM)
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if(density)
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return 0
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else
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return ..()
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//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
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/obj/machinery/door/poddoor/ex_act(severity, target)
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if(severity == 3)
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return
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..()
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/obj/machinery/door/poddoor/do_animate(animation)
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switch(animation)
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if("opening")
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flick("opening", src)
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if("closing")
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flick("closing", src)
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/obj/machinery/door/poddoor/update_icon()
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if(density)
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icon_state = "closed"
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else
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icon_state = "open"
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/obj/machinery/door/poddoor/try_to_activate_door(mob/user)
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return
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/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
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if(stat & NOPOWER)
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open(1)
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if(density)
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return 0
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else
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return ..()
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//"BLAST" doors are obviously stronger than regular doors when it comes to BLASTS.
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/obj/machinery/door/poddoor/ex_act(severity, target)
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if(severity == 3)
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return
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..()
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/obj/machinery/door/poddoor/do_animate(animation)
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switch(animation)
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if("opening")
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flick("opening", src)
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playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
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if("closing")
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flick("closing", src)
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playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
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/obj/machinery/door/poddoor/update_icon()
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if(density)
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icon_state = "closed"
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else
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icon_state = "open"
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/obj/machinery/door/poddoor/try_to_activate_door(mob/user)
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return
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/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
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if(stat & NOPOWER)
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open(1)
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@@ -10,65 +10,72 @@
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density = TRUE
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pixel_x = -16
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layer = FLY_LAYER
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var/cut = FALSE
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var/log_amount = 10
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/obj/structure/flora/tree/attackby(obj/item/W, mob/user, params)
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if(!cut && log_amount && (!(flags_1 & NODECONSTRUCT_1)))
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if(log_amount && (!(flags_1 & NODECONSTRUCT_1)))
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if(W.sharpness && W.force > 0)
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if(W.hitsound)
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playsound(get_turf(src), W.hitsound, 100, 0, 0)
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user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of sawing.")
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if(do_after(user, 1000/W.force, target = user)) //5 seconds with 20 force, 8 seconds with a hatchet, 20 seconds with a shard.
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if(cut)
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return
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if(do_after(user, 1000/W.force, target = src)) //5 seconds with 20 force, 8 seconds with a hatchet, 20 seconds with a shard.
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user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a tree falling.")
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playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "tree_stump"
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density = FALSE
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pixel_x = -16
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name += " stump"
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cut = TRUE
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for(var/i=1 to log_amount)
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new /obj/item/grown/log/tree(get_turf(src))
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var/obj/structure/flora/stump/S = new(loc)
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S.name = "[name] stump"
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qdel(src)
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else
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return ..()
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/obj/structure/flora/stump
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name = "stump"
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desc = "This represents our promise to the crew, and the station itself, to cut down as many trees as possible." //running naked through the trees
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "tree_stump"
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density = FALSE
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pixel_x = -16
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/obj/structure/flora/tree/pine
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name = "pine tree"
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desc = "A coniferous pine tree."
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "pine_1"
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var/list/icon_states = list("pine_1", "pine_2", "pine_3")
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/obj/structure/flora/tree/pine/Initialize()
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icon_state = "pine_[rand(1, 3)]"
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. = ..()
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if(islist(icon_states && icon_states.len))
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icon_state = pick(icon_states)
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/obj/structure/flora/tree/pine/xmas
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name = "xmas tree"
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desc = "A wondrous decorated Christmas tree."
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icon_state = "pine_c"
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var/gifts_under_tree = FALSE
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icon_states = null
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/obj/structure/flora/tree/pine/xmas/presents
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icon_state = "pinepresents"
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desc = "A wondrous decorated Christmas tree. It has presents!"
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var/gift_type = /obj/item/a_gift/anything
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var/list/ckeys_that_took = list()
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/obj/structure/flora/tree/pine/xmas/attack_hand(mob/living/user)
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if(!gifts_under_tree)
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return
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/obj/structure/flora/tree/pine/xmas/presents/attack_hand(mob/living/user)
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if(!user.ckey)
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return
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if(ckeys_that_took[user.ckey])
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to_chat(user, "<span class='warning'>You already took your gift.</span>")
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to_chat(user, "<span class='warning'>There are no presents with your name on.</span>")
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return
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to_chat(user, "<span class='warning'>After a bit of rummaging, you locate a gift with your name on it!</span>")
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ckeys_that_took[user.ckey] = TRUE
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var/obj/item/a_gift/anything/A = new
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user.put_in_hands(A)
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/obj/structure/flora/tree/pine/xmas/Initialize()
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. = ..()
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icon_state = "pine_c"
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var/obj/item/G = new gift_type(src)
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user.put_in_hands(G)
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/obj/structure/flora/tree/dead
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icon = 'icons/obj/flora/deadtrees.dmi'
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@@ -37,6 +37,9 @@ GLOBAL_PROTECT(security_mode)
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if(fexists(RESTART_COUNTER_PATH))
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GLOB.restart_counter = text2num(trim(file2text(RESTART_COUNTER_PATH)))
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fdel(RESTART_COUNTER_PATH)
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if("no-init" in params)
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return
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Master.Initialize(10, FALSE)
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