Merge branch 'master' into master
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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/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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/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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File diff suppressed because it is too large
Load Diff
@@ -49,6 +49,12 @@
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return 1
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return 0
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/obj/structure/closet/body_bag/handle_lock_addition()
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return
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/obj/structure/closet/body_bag/handle_lock_removal()
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return
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/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
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@@ -57,6 +57,11 @@
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I.alpha = 0
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animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
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/obj/structure/closet/cardboard/handle_lock_addition() //Whoever heard of a lockable cardboard box anyway
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return
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/obj/structure/closet/cardboard/handle_lock_removal()
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return
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/obj/structure/closet/cardboard/metal
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name = "large metal box"
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@@ -358,3 +358,8 @@
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/storage/backpack/satchel/explorer(src)
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/obj/structure/closet/coffin/handle_lock_addition()
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return
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/obj/structure/closet/coffin/handle_lock_removal()
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return
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@@ -4,6 +4,18 @@
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req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
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var/registered_name = null
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/obj/structure/closet/secure_closet/personal/examine(mob/user)
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..()
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if(registered_name)
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to_chat(user, "<span class='notice'>The display reads, \"Owned by [registered_name]\".</span>")
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/obj/structure/closet/secure_closet/personal/check_access(obj/item/card/id/I)
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. = ..()
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if(!I || !istype(I))
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return
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if(registered_name == I.registered_name)
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return TRUE
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/obj/structure/closet/secure_closet/personal/PopulateContents()
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..()
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if(prob(50))
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@@ -33,21 +45,21 @@
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/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
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var/obj/item/card/id/I = W.GetID()
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if(istype(I))
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if(broken)
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to_chat(user, "<span class='danger'>It appears to be broken.</span>")
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return
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if(!I || !I.registered_name)
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return
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if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
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//they can open all lockers, or nobody owns this, or they own this locker
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locked = !locked
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update_icon()
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if(!registered_name)
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registered_name = I.registered_name
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desc = "Owned by [I.registered_name]."
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else
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to_chat(user, "<span class='danger'>Access Denied.</span>")
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else
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if(!I || !istype(I))
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return ..()
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if(!can_lock(user, FALSE)) //Can't do anything if there isn't a lock!
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return
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if(I.registered_name && !registered_name)
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to_chat(user, "<span class='notice'>You claim [src].</span>")
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registered_name = I.registered_name
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else
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..()
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/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
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if(..())
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req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
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lockerelectronics.accesses = req_access
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/obj/structure/closet/secure_closet/personal/handle_lock_removal()
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if(..())
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registered_name = null
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@@ -54,6 +54,12 @@
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manifest = null
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update_icon()
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/obj/structure/closet/crate/handle_lock_addition()
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return
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/obj/structure/closet/crate/handle_lock_removal()
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return
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/obj/structure/closet/crate/proc/tear_manifest(mob/user)
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to_chat(user, "<span class='notice'>You tear the manifest off of [src].</span>")
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playsound(src, 'sound/items/poster_ripped.ogg', 75, 1)
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@@ -79,4 +79,4 @@
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var/n_color = input(H, "Choose your [garment_type]'\s color.", "Character Preference", default_color) as color|null
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if(!n_color || !H.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return default_color
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return n_color
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return sanitize_hexcolor(n_color, include_crunch= TRUE)
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@@ -0,0 +1,174 @@
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#define BREAKER_ANIMATION_LENGTH 32
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#define BREAKER_SLAT_RAISED 1
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#define BREAKER_SLAT_MOVING 2
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#define BREAKER_SLAT_DROPPED 3
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#define BREAKER_ACTIVATE_DELAY 30
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#define BREAKER_WRENCH_DELAY 10
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#define BREAKER_ACTION_INUSE 5
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#define BREAKER_ACTION_WRENCH 6
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/obj/structure/femur_breaker
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name = "femur breaker"
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desc = "A large structure used to break the femurs of traitors and treasonists."
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icon = 'icons/obj/femur_breaker.dmi'
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icon_state = "breaker_raised"
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can_buckle = TRUE
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anchored = TRUE
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density = TRUE
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max_buckled_mobs = 1
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buckle_lying = TRUE
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buckle_prevents_pull = TRUE
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layer = ABOVE_MOB_LAYER
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var/slat_status = BREAKER_SLAT_RAISED
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var/current_action = 0 // What's currently happening to the femur breaker
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/obj/structure/femur_breaker/examine(mob/user)
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..()
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var/msg = ""
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msg += "It is [anchored ? "secured to the floor." : "unsecured."]<br/>"
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if (slat_status == BREAKER_SLAT_RAISED)
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msg += "The breaker slat is in a neutral position."
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else
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msg += "The breaker slat is lowered, and must be raised."
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if (LAZYLEN(buckled_mobs))
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msg += "<br/>"
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msg += "Someone appears to be strapped in. You can help them unbuckle, or activate the femur breaker."
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to_chat(user, msg)
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return msg
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/obj/structure/femur_breaker/attack_hand(mob/user)
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add_fingerprint(user)
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// Currently being used
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if (current_action)
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return
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switch (slat_status)
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if (BREAKER_SLAT_MOVING)
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return
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if (BREAKER_SLAT_DROPPED)
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slat_status = BREAKER_SLAT_MOVING
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icon_state = "breaker_raise"
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addtimer(CALLBACK(src, .proc/raise_slat), BREAKER_ANIMATION_LENGTH)
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return
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if (BREAKER_SLAT_RAISED)
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if (LAZYLEN(buckled_mobs))
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if (user.a_intent == INTENT_HARM)
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user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
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"<span class='warning'>You begin to the pull the lever.</span>")
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current_action = BREAKER_ACTION_INUSE
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if (do_after(user, BREAKER_ACTIVATE_DELAY, target = src) && slat_status == BREAKER_SLAT_RAISED)
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current_action = 0
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slat_status = BREAKER_SLAT_MOVING
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icon_state = "breaker_drop"
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drop_slat(user)
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else
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current_action = 0
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else
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var/mob/living/carbon/human/H = buckled_mobs[1]
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if (H)
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H.regenerate_icons()
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unbuckle_all_mobs()
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else //HERE
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slat_status = BREAKER_SLAT_DROPPED
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icon_state = "breaker_drop"
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/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
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H.say("AAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!!", forced = "femur broken")
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H.apply_damage(150, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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/obj/structure/femur_breaker/proc/raise_slat()
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slat_status = BREAKER_SLAT_RAISED
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icon_state = "breaker_raised"
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/obj/structure/femur_breaker/proc/drop_slat(mob/user)
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if (buckled_mobs.len)
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var/mob/living/carbon/human/H = buckled_mobs[1]
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if (!H)
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return
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playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
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H.Stun(BREAKER_ANIMATION_LENGTH)
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addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
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log_combat(user, H, "femur broke", src)
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slat_status = BREAKER_SLAT_DROPPED
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icon_state = "breaker"
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/obj/structure/femur_breaker/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if (!anchored)
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to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
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return FALSE
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if (!istype(M, /mob/living/carbon/human))
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to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
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return FALSE
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if (slat_status != BREAKER_SLAT_RAISED)
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to_chat(usr, "<span class='warning'>The femur breaker must be in its neutral position before buckling someone in!</span>")
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return FALSE
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return ..(M, force, FALSE)
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/obj/structure/femur_breaker/post_buckle_mob(mob/living/M)
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if (!istype(M, /mob/living/carbon/human))
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return
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var/mob/living/carbon/human/H = M
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if (H.dna)
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if (H.dna.species)
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var/datum/species/S = H.dna.species
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if (!istype(S))
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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else
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unbuckle_all_mobs()
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..()
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/obj/structure/femur_breaker/can_be_unfasten_wrench(mob/user, silent)
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if (LAZYLEN(buckled_mobs))
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if (!silent)
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to_chat(user, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
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return FAILED_UNFASTEN
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if (current_action)
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return FAILED_UNFASTEN
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return ..()
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/obj/structure/femur_breaker/wrench_act(mob/living/user, obj/item/I)
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if (current_action)
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return
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current_action = BREAKER_ACTION_WRENCH
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if (do_after(user, BREAKER_WRENCH_DELAY, target = src))
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current_action = 0
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default_unfasten_wrench(user, I, 0)
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setDir(SOUTH)
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return TRUE
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else
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current_action = 0
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#undef BREAKER_ANIMATION_LENGTH
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#undef BREAKER_SLAT_RAISED
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#undef BREAKER_SLAT_MOVING
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#undef BREAKER_SLAT_DROPPED
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#undef BREAKER_ACTIVATE_DELAY
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#undef BREAKER_WRENCH_DELAY
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#undef BREAKER_ACTION_INUSE
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#undef BREAKER_ACTION_WRENCH
|
||||
Reference in New Issue
Block a user