Ports n' Stuff (#65)
* baykun * spooky lavaland music * deserted sound + burger fix * powertools * forgot * ex d * atom support * Revert "atom support" This reverts commit 5c9790bfef97b3a5b3bf324950de6cbe91af71d9. * ignore atom file for my setup * oh whoops xd
This commit is contained in:
committed by
TalkingCactus
parent
c78fddcf13
commit
9b07cb4798
@@ -17,7 +17,7 @@
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switch(state)
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if(0)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You start wrenching the frame into place...</span>"
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if(do_after(user, 20/P.toolspeed, target = src))
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user << "<span class='notice'>You wrench the frame into place.</span>"
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@@ -39,7 +39,7 @@
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return
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if(1)
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if(istype(P, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You start to unfasten the frame...</span>"
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if(do_after(user, 20/P.toolspeed, target = src))
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user << "<span class='notice'>You unfasten the frame.</span>"
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@@ -56,13 +56,13 @@
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P.loc = src
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return
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You screw the circuit board into place.</span>"
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state = 2
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icon_state = "2"
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return
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if(istype(P, /obj/item/weapon/crowbar) && circuit)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the circuit board.</span>"
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state = 1
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icon_state = "0"
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@@ -71,7 +71,7 @@
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return
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if(2)
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if(istype(P, /obj/item/weapon/screwdriver) && circuit)
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You unfasten the circuit board.</span>"
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state = 1
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icon_state = "1"
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@@ -95,7 +95,7 @@
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if (brain)
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user << "<span class='warning'>Get that brain out of there first!</span>"
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else
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playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the cables.</span>"
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state = 2
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icon_state = "2"
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@@ -163,7 +163,7 @@
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return
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if(istype(P, /obj/item/weapon/crowbar) && brain)
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the brain.</span>"
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brain.loc = loc
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brain = null
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@@ -172,7 +172,7 @@
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if(4)
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if(istype(P, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You remove the glass panel.</span>"
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state = 3
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if (brain)
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@@ -183,7 +183,7 @@
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return
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if(istype(P, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(loc, P.usesound, 50, 1)
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user << "<span class='notice'>You connect the monitor.</span>"
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new /mob/living/silicon/ai (loc, laws, brain)
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feedback_inc("cyborg_ais_created",1)
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@@ -202,7 +202,7 @@
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if(istype(A, /obj/item/device/aicard))//Is it?
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A.transfer_ai("INACTIVE","AICARD",src,user)
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else if(istype(A, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(loc, A.usesound, 50, 1)
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user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \
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"<span class='notice'>You start to [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor...</span>")
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switch(anchored)
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@@ -517,7 +517,7 @@
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break
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if(door_check)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the airlock assembly to the floor.", \
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"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
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"<span class='italics'>You hear wrenching.</span>")
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@@ -532,7 +532,7 @@
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user << "There is another door here!"
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else
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the airlock assembly from the floor.", \
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"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
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"<span class='italics'>You hear wrenching.</span>")
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@@ -558,7 +558,7 @@
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src.name = "wired airlock assembly"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", \
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"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
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@@ -571,7 +571,7 @@
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src.name = "secured airlock assembly"
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else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", \
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"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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if(do_after(user, 40, target = src))
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@@ -588,7 +588,7 @@
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", \
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"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
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@@ -610,7 +610,7 @@
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if(G)
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if(G.get_amount() >= 1)
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if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] adds [G.name] to the airlock assembly.", \
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"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
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if(do_after(user, 40, target = src))
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@@ -638,7 +638,7 @@
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else if(istype(G, /obj/item/stack/sheet/mineral))
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var/M = G.sheettype
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if(G.get_amount() >= 2)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] adds [G.name] to the airlock assembly.", \
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"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
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if(do_after(user, 40, target = src))
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@@ -651,7 +651,7 @@
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glass_type = /obj/machinery/door/airlock/glass
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] finishes the airlock.", \
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"<span class='notice'>You start finishing the airlock...</span>")
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@@ -18,7 +18,7 @@
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver))
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if(state == GIRDER_DISPLACED)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
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"<span class='notice'>You start to disassemble the girder...</span>", "You hear clanking and banging noises.")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -30,7 +30,7 @@
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M.add_fingerprint(user)
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qdel(src)
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else if(state == GIRDER_REINF)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start unsecuring support struts...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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if(state != GIRDER_REINF)
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@@ -43,7 +43,7 @@
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if(!istype(loc, /turf/open/floor))
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user << "<span class='warning'>A floor must be present to secure the girder!</span>"
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return
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start securing the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You secure the girder.</span>"
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@@ -51,7 +51,7 @@
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transfer_fingerprints_to(G)
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qdel(src)
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else if(state == GIRDER_NORMAL && can_displace)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start unsecuring the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You unsecure the girder.</span>"
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@@ -76,7 +76,7 @@
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qdel(src)
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else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(src.loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start removing support struts...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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user << "<span class='notice'>You remove the support struts.</span>"
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@@ -334,7 +334,7 @@
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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user << "<span class='notice'>You start slicing apart the girder...</span>"
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if(do_after(user, 40/W.toolspeed, target = src))
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if( !WT.isOn() )
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@@ -45,16 +45,16 @@
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if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
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if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
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user << "<span class='notice'>You screw the screws back into the showcase.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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deconstruction_state = SHOWCASE_CONSTRUCTED
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else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
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user << "<span class='notice'>You unscrew the screws.</span>"
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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deconstruction_state = SHOWCASE_SCREWDRIVERED
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if(istype(W, /obj/item/weapon/crowbar) && deconstruction_state == SHOWCASE_SCREWDRIVERED)
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if(do_after(user, 20/W.toolspeed, target = src))
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user << "<span class='notice'>You start to crowbar the showcase apart...</span>"
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new /obj/item/stack/sheet/metal (get_turf(src), 4)
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qdel(src)
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@@ -227,7 +227,7 @@
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return
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if(disassembling)
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user << "<span class='notice'>You start disassembling [src]...</span>"
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 20, target = src))
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new frame(src.loc)
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for(var/i = 1, i <= buildstackamount, i++)
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@@ -350,7 +350,7 @@
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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if(deconstruction_ready)
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user << "<span class='notice'>You start strengthening the reinforced table...</span>"
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if (do_after(user, 50/W.toolspeed, target = src))
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@@ -496,7 +496,7 @@
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/obj/structure/rack/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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rack_destroy()
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return
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if(user.a_intent == "harm")
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@@ -610,4 +610,3 @@
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R.add_fingerprint(user)
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qdel(src)
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return
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@@ -101,7 +101,7 @@
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if(WD.dir == dir)
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user << "<span class='warning'>There is already a windoor in that location!</span>"
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return
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -120,7 +120,7 @@
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -177,7 +177,7 @@
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -196,7 +196,7 @@
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else if(istype(W, /obj/item/weapon/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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W.loc = src
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@@ -215,7 +215,7 @@
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if(!electronics)
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return
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -245,7 +245,7 @@
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usr << "<span class='warning'>The assembly is missing electronics!</span>"
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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@@ -191,7 +191,7 @@
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if(!(flags&NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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playsound(loc, I.usesound, 75, 1)
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if(reinf && (state == 2 || state == 1))
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user << (state == 2 ? "<span class='notice'>You begin to unscrew the window from the frame...</span>" : "<span class='notice'>You begin to screw the window to the frame...</span>")
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else if(reinf && state == 0)
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@@ -216,7 +216,7 @@
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else if (istype(I, /obj/item/weapon/crowbar) && reinf && (state == 0 || state == 1))
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user << (state == 0 ? "<span class='notice'>You begin to lever the window into the frame...</span>" : "<span class='notice'>You begin to lever the window out of the frame...</span>")
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playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
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playsound(loc, I.usesound, 75, 1)
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if(do_after(user, 40/I.toolspeed, target = src))
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//If state was out of frame, put into frame, else do the reverse
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state = (state == 0 ? 1 : 0)
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@@ -224,7 +224,7 @@
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return
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else if(istype(I, /obj/item/weapon/wrench) && !anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
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playsound(loc, I.usesound, 75, 1)
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user << "<span class='notice'> You begin to disassemble [src]...</span>"
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if(do_after(user, 40/I.toolspeed, target = src))
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if(qdeleted(src))
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Reference in New Issue
Block a user