Fix many instances of "the the"
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CitadelStationBot
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692e226d24
commit
bd7a0d65b5
@@ -48,6 +48,7 @@
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desc = "A spike for collecting meat from animals"
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density = TRUE
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anchored = TRUE
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<<<<<<< HEAD
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buckle_lying = 0
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can_buckle = 1
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max_integrity = 250
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@@ -149,3 +150,106 @@
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qdel(src)
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#undef VIABLE_MOB_CHECK
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=======
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buckle_lying = 0
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can_buckle = 1
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max_integrity = 250
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/obj/structure/kitchenspike/attack_paw(mob/user)
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return src.attack_hand(usr)
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/obj/structure/kitchenspike/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/crowbar))
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if(!has_buckled_mobs())
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playsound(loc, I.usesound, 100, 1)
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if(do_after(user, 20*I.toolspeed, target = src))
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to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
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deconstruct(TRUE)
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else
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to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
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else
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return ..()
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/obj/structure/kitchenspike/attack_hand(mob/user)
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if(VIABLE_MOB_CHECK(user.pulling) && user.a_intent == INTENT_GRAB && !has_buckled_mobs())
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var/mob/living/L = user.pulling
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if(do_mob(user, src, 120))
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if(has_buckled_mobs()) //to prevent spam/queing up attacks
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return
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if(L.buckled)
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return
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if(user.pulling != L)
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return
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playsound(src.loc, 'sound/effects/splat.ogg', 25, 1)
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L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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L.loc = src.loc
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L.emote("scream")
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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L.setDir(2)
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buckle_mob(L, force=1)
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var/matrix/m180 = matrix(L.transform)
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m180.Turn(180)
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animate(L, transform = m180, time = 3)
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L.pixel_y = L.get_standard_pixel_y_offset(180)
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else if (has_buckled_mobs())
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for(var/mob/living/L in buckled_mobs)
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user_unbuckle_mob(L, user)
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else
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..()
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/obj/structure/kitchenspike/user_buckle_mob(mob/living/M, mob/living/user) //Don't want them getting put on the rack other than by spiking
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return
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/obj/structure/kitchenspike/user_unbuckle_mob(mob/living/buckled_mob, mob/living/carbon/human/user)
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if(buckled_mob)
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var/mob/living/M = buckled_mob
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if(M != user)
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M.visible_message(\
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"[user] tries to pull [M] free of [src]!",\
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"<span class='notice'>[user] is trying to pull you off [src], opening up fresh wounds!</span>",\
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"<span class='italics'>You hear a squishy wet noise.</span>")
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if(!do_after(user, 300, target = src))
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if(M && M.buckled)
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M.visible_message(\
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"[user] fails to free [M]!",\
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"<span class='notice'>[user] fails to pull you off of [src].</span>")
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return
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else
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M.visible_message(\
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"<span class='warning'>[M] struggles to break free from [src]!</span>",\
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"<span class='notice'>You struggle to break free from [src], exacerbating your wounds! (Stay still for two minutes.)</span>",\
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"<span class='italics'>You hear a wet squishing noise..</span>")
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
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return
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if(!M.buckled)
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return
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var/matrix/m180 = matrix(M.transform)
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m180.Turn(180)
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animate(M, transform = m180, time = 3)
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M.pixel_y = M.get_standard_pixel_y_offset(180)
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M.adjustBruteLoss(30)
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src.visible_message(text("<span class='danger'>[M] falls free of [src]!</span>"))
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unbuckle_mob(M,force=1)
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M.emote("scream")
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M.AdjustKnockdown(20)
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/obj/structure/kitchenspike/deconstruct(disassembled = TRUE)
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if(disassembled)
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var/obj/F = new /obj/structure/kitchenspike_frame(src.loc)
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transfer_fingerprints_to(F)
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else
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new /obj/item/stack/sheet/metal(src.loc, 4)
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new /obj/item/stack/rods(loc, 4)
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qdel(src)
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#undef VIABLE_MOB_CHECK
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>>>>>>> 7998a3c... Merge pull request #31601 from AutomaticFrenzy/patch/thethe
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