Tweaks dogborg sleeper insert/resist values, and adds the ability to pry open dogborg sleepers with a crowbar
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@@ -17,7 +17,7 @@
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var/eject_port = "ingestion"
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var/eject_port = "ingestion"
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var/escape_in_progress = FALSE
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var/escape_in_progress = FALSE
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var/message_cooldown
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var/message_cooldown
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var/breakout_time = 300
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var/breakout_time = 150
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var/tmp/last_hearcheck = 0
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var/tmp/last_hearcheck = 0
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var/tmp/list/hearing_mobs
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var/tmp/list/hearing_mobs
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var/list/items_preserved = list()
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var/list/items_preserved = list()
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@@ -77,7 +77,7 @@
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to_chat(user, "<span class='warning'>Your [src] is already occupied.</span>")
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to_chat(user, "<span class='warning'>Your [src] is already occupied.</span>")
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return
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return
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user.visible_message("<span class='warning'>[hound.name] is carefully inserting [target.name] into their [src].</span>", "<span class='notice'>You start placing [target] into your [src]...</span>")
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user.visible_message("<span class='warning'>[hound.name] is carefully inserting [target.name] into their [src].</span>", "<span class='notice'>You start placing [target] into your [src]...</span>")
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if(!patient && iscarbon(target) && !target.buckled && do_after (user, 50, target = target))
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if(!patient && iscarbon(target) && !target.buckled && do_after (user, 100, target = target))
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if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
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if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
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return //If they moved away, you can't eat them.
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return //If they moved away, you can't eat them.
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@@ -420,6 +420,7 @@
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desc = "Equipment for medical hound. A mounted sleeper that stabilizes patients and can inject reagents in the borg's reserves."
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desc = "Equipment for medical hound. A mounted sleeper that stabilizes patients and can inject reagents in the borg's reserves."
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icon = 'icons/mob/dogborg.dmi'
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icon = 'icons/mob/dogborg.dmi'
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icon_state = "sleeper"
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icon_state = "sleeper"
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breakout_time = 30 //Medical sleepers should be designed to be as easy as possible to get out of.
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/obj/item/dogborg/sleeper/K9 //The K9 portabrig
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/obj/item/dogborg/sleeper/K9 //The K9 portabrig
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name = "Mobile Brig"
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name = "Mobile Brig"
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@@ -429,6 +430,7 @@
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inject_amount = 0
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inject_amount = 0
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min_health = -100
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min_health = -100
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injection_chems = null //So they don't have all the same chems as the medihound!
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injection_chems = null //So they don't have all the same chems as the medihound!
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breakout_time = 300
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/obj/item/storage/attackby(obj/item/dogborg/sleeper/K9, mob/user, proximity)
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/obj/item/storage/attackby(obj/item/dogborg/sleeper/K9, mob/user, proximity)
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if(istype(K9))
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if(istype(K9))
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@@ -580,6 +580,17 @@
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else
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else
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return ..()
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return ..()
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/mob/living/silicon/robot/crowbar_act(mob/living/user, obj/item/I) //TODO: make fucking everything up there in that attackby() proc use the proper tool_act() procs. But honestly, who has time for that? 'cause I know for sure that you, the person reading this, sure as hell doesn't.
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var/validbreakout = FALSE
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for(var/obj/item/dogborg/sleeper/S in held_items)
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if(!validbreakout)
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visible_message("<span class='notice'>[user] wedges [I] into the crevice separating [S] from [src]'s chassis, and begins to pry...</span>", "<span class='notice'>You wedge [I] into the crevice separating [S] from [src]'s chassis, and begin to pry...</span>")
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validbreakout = TRUE
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S.go_out()
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if(validbreakout)
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return TRUE
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return ..()
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/mob/living/silicon/robot/verb/unlock_own_cover()
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/mob/living/silicon/robot/verb/unlock_own_cover()
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set category = "Robot Commands"
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set category = "Robot Commands"
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set name = "Unlock Cover"
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set name = "Unlock Cover"
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