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@@ -1,10 +1,12 @@
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#define STASIS_TOGGLE_COOLDOWN 50
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/obj/machinery/stasis
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name = "Lifeform Stasis Unit"
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name = "lifeform stasis unit"
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desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
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icon = 'icons/obj/machines/stasis.dmi'
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icon_state = "stasis"
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base_icon_state = "stasis"
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density = FALSE
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// obj_flags = NO_BUILD
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can_buckle = TRUE
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buckle_lying = 90
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circuit = /obj/item/circuitboard/machine/stasis
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@@ -14,14 +16,13 @@
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payment_department = ACCOUNT_MED
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var/stasis_enabled = TRUE
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var/last_stasis_sound = FALSE
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var/stasis_can_toggle = 0
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COOLDOWN_DECLARE(stasis_can_toggle)
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var/mattress_state = "stasis_on"
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var/obj/effect/overlay/vis/mattress_on
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/obj/machinery/stasis/examine(mob/user)
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..()
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var/turn_on_or_off = stasis_enabled ? "turn off" : "turn on"
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to_chat(user, "<span class='notice'>Alt-click to [turn_on_or_off] the machine.</span>")
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. = ..()
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. += span_notice("Alt-click to [stasis_enabled ? "turn off" : "turn on"] the machine.")
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/obj/machinery/stasis/proc/play_power_sound()
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var/_running = stasis_running()
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@@ -34,61 +35,67 @@
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last_stasis_sound = _running
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/obj/machinery/stasis/AltClick(mob/user)
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if(world.time >= stasis_can_toggle && user.canUseTopic(src))
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. = ..()
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if(!can_interact(user))
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return
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if(COOLDOWN_FINISHED(src, stasis_can_toggle) && user.canUseTopic(src, !issilicon(user)))
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stasis_enabled = !stasis_enabled
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stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN
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COOLDOWN_START(src, stasis_can_toggle, STASIS_TOGGLE_COOLDOWN)
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playsound(src, 'sound/machines/click.ogg', 60, TRUE)
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user.visible_message(span_notice("\The [src] [stasis_enabled ? "powers on" : "shuts down"]."), \
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span_notice("You [stasis_enabled ? "power on" : "shut down"] \the [src]."), \
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span_hear("You hear a nearby machine [stasis_enabled ? "power on" : "shut down"]."))
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play_power_sound()
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update_icon()
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update_appearance()
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/obj/machinery/stasis/Exited(atom/movable/AM, atom/newloc)
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if(AM == occupant)
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var/mob/living/L = AM
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/obj/machinery/stasis/Exited(atom/movable/gone, atom/newloc)
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if(gone == occupant)
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var/mob/living/L = gone
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if(IS_IN_STASIS(L))
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thaw_them(L)
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. = ..()
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return ..()
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/obj/machinery/stasis/proc/stasis_running()
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return stasis_enabled && is_operational()
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/obj/machinery/stasis/update_icon()
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. = ..()
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var/_running = stasis_running()
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var/list/overlays_to_remove = managed_vis_overlays
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if(mattress_state)
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if(!mattress_on || !managed_vis_overlays)
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mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, layer, plane, dir, alpha = 0, unique = TRUE)
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if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
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var/new_alpha = _running ? 255 : 0
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var/easing_direction = _running ? EASE_OUT : EASE_IN
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animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
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overlays_to_remove = managed_vis_overlays - mattress_on
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SSvis_overlays.remove_vis_overlay(src, overlays_to_remove)
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if(occupant)
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SSvis_overlays.add_vis_overlay(src, 'icons/obj/machines/stasis.dmi', "tubes", LYING_MOB_LAYER + 0.1, plane, dir) //using vis_overlays instead of normal overlays for mouse_opacity here
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/obj/machinery/stasis/update_icon_state()
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if(stat & BROKEN)
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icon_state = "stasis_broken"
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return
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icon_state = "[base_icon_state]_broken"
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return ..()
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if(panel_open || stat & MAINT)
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icon_state = "stasis_maintenance"
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icon_state = "[base_icon_state]_maintenance"
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return ..()
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icon_state = base_icon_state
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return ..()
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/obj/machinery/stasis/update_overlays()
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. = ..()
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if(!mattress_state)
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return
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icon_state = "stasis"
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var/_running = stasis_running()
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if(!mattress_on)
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mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, BELOW_OBJ_LAYER, plane, dir, alpha = 0, unique = TRUE)
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else
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vis_contents += mattress_on
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if(managed_vis_overlays)
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managed_vis_overlays += mattress_on
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else
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managed_vis_overlays = list(mattress_on)
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if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
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var/new_alpha = _running ? 255 : 0
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var/easing_direction = _running ? EASE_OUT : EASE_IN
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animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
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/obj/machinery/stasis/obj_break(damage_flag)
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. = ..()
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play_power_sound()
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update_icon()
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if(.)
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play_power_sound()
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/obj/machinery/stasis/power_change()
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. = ..()
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play_power_sound()
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update_icon()
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if(.)
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play_power_sound()
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/obj/machinery/stasis/proc/chill_out(mob/living/target)
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if(target != occupant)
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@@ -96,12 +103,13 @@
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var/freq = rand(24750, 26550)
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playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
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target.apply_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
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// ADD_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
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target.ExtinguishMob()
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use_power = ACTIVE_POWER_USE
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/obj/machinery/stasis/proc/thaw_them(mob/living/target)
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target.remove_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
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// REMOVE_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
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if(target == occupant)
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use_power = IDLE_POWER_USE
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@@ -111,16 +119,16 @@
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occupant = L
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if(stasis_running() && check_nap_violations())
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chill_out(L)
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update_icon()
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update_appearance()
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/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
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thaw_them(L)
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if(L == occupant)
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occupant = null
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update_icon()
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update_appearance()
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/obj/machinery/stasis/process()
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if( !( occupant && isliving(occupant) && check_nap_violations() ) )
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if(!(occupant && isliving(occupant) && check_nap_violations()))
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use_power = IDLE_POWER_USE
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return
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var/mob/living/L_occupant = occupant
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@@ -131,12 +139,15 @@
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thaw_them(L_occupant)
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/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
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. = default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I)
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update_icon()
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. = ..()
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. |= default_deconstruction_screwdriver(user, "[base_icon_state]_maintenance", "[base_icon_state]", I)
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update_appearance()
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/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
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return default_deconstruction_crowbar(I)
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. = ..()
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return default_deconstruction_crowbar(I) || .
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/obj/machinery/stasis/nap_violation(mob/violator)
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unbuckle_mob(violator, TRUE)
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#undef STASIS_TOGGLE_COOLDOWN
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