12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -5,9 +5,11 @@
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desc = "A display case for prized possessions."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete the gun.
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var/health = 30
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var/destroyed = 0
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resistance_flags = ACID_PROOF
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
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obj_integrity = 200
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max_integrity = 200
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integrity_failure = 50
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var/obj/item/showpiece = null
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var/alert = 0
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var/open = 0
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@@ -20,16 +22,14 @@
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showpiece = new start_showpiece_type (src)
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update_icon()
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/obj/structure/displaycase/ex_act(severity, target)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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dump()
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qdel(src)
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if (2)
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take_damage(rand(10,20), BRUTE, 0)
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if (3)
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take_damage(5, BRUTE, 0)
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/obj/structure/displaycase/Destroy()
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if(electronics)
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qdel(electronics)
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electronics = null
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if(showpiece)
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qdel(showpiece)
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showpiece = null
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return ..()
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/obj/structure/displaycase/examine(mob/user)
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..()
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@@ -39,51 +39,45 @@
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user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
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/obj/structure/displaycase/bullet_act(obj/item/projectile/P)
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. = ..()
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take_damage(P.damage, P.damage_type, 0)
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/obj/structure/displaycase/proc/dump()
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if (showpiece)
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showpiece.loc = src.loc
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showpiece.forceMove(loc)
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showpiece = null
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/obj/structure/displaycase/blob_act(obj/effect/blob/B)
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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dump()
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qdel(src)
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/obj/structure/displaycase/hitby(atom/movable/AM)
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..()
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if(isobj(AM))
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var/obj/item/I = AM
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take_damage(I.throwforce * 0.2)
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/obj/structure/displaycase/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(BURN)
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if(sound_effect)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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health = max( health - damage, 0)
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if(!health && !destroyed)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/displaycase/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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dump()
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if(!disassembled)
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new /obj/item/weapon/shard( src.loc )
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trigger_alarm()
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qdel(src)
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/obj/structure/displaycase/obj_break(damage_flag)
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if(!broken && !(flags & NODECONSTRUCT))
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density = 0
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destroyed = 1
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broken = 1
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new /obj/item/weapon/shard( src.loc )
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playsound(src, "shatter", 70, 1)
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update_icon()
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trigger_alarm()
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//Activate Anti-theft
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if(alert)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, "sound/effects/alert.ogg", 50, 1)
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/obj/structure/displaycase/proc/trigger_alarm()
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//Activate Anti-theft
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if(alert)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, "sound/effects/alert.ogg", 50, 1)
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/*
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*/
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/obj/structure/displaycase/proc/is_directional(atom/A)
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try
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@@ -91,6 +85,7 @@
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catch
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return 0
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return 1
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/obj/structure/displaycase/proc/get_flat_icon_directional(atom/A)
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//Get flatIcon even if dir is mismatched for directionless icons
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//SLOW
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@@ -110,7 +105,7 @@
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I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
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else
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I = icon('icons/obj/stationobjs.dmi',"glassbox0")
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if(destroyed)
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if(broken)
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I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
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if(showpiece)
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var/icon/S = get_flat_icon_directional(showpiece)
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@@ -120,15 +115,27 @@
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
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if(W.GetID() && electronics && !destroyed)
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if(W.GetID() && !broken)
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if(allowed(user))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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open = !open
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update_icon()
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toggle_lock(user)
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else
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user << "<span class='warning'>Access denied.</span>"
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else if(!alert && istype(W,/obj/item/weapon/crowbar))
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if(destroyed)
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else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
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var/obj/item/weapon/weldingtool/WT = W
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if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
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user << "<span class='notice'>You begin repairing [src].</span>"
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playsound(loc, WT.usesound, 40, 1)
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if(do_after(user, 40*W.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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update_icon()
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user << "<span class='notice'>You repair [src].</span>"
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else
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user << "<span class='warning'>[src] is already in good condition!</span>"
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return
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else if(!alert && istype(W,/obj/item/weapon/crowbar)) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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user << "<span class='notice'>Remove the displayed object first.</span>"
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else
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@@ -136,55 +143,39 @@
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qdel(src)
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else
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user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
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if(do_after(user, 20/W.toolspeed, target = src))
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if(do_after(user, 20*W.toolspeed, target = src))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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open = !open
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update_icon()
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toggle_lock(user)
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else if(open && !showpiece)
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if(user.drop_item())
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W.loc = src
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showpiece = W
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user << "<span class='notice'>You put [W] on display</span>"
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update_icon()
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else if(istype(W, /obj/item/stack/sheet/glass) && destroyed)
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else if(istype(W, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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user << "<span class='warning'>You need two glass sheets to fix the case!</span>"
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return
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user << "<span class='notice'>You start fixing the [src]...</span>"
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user << "<span class='notice'>You start fixing [src]...</span>"
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if(do_after(user, 20, target = src))
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G.use(2)
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destroyed = 0
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health = initial(health)
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broken = 0
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obj_integrity = max_integrity
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update_icon()
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else
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return ..()
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/obj/structure/displaycase/attacked_by(obj/item/weapon/W, mob/living/user)
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..()
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take_damage(W.force, W.damtype)
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/obj/structure/displaycase/proc/toggle_lock(mob/user)
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open = !open
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update_icon()
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/obj/structure/displaycase/attack_paw(mob/user)
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return src.attack_hand(user)
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/obj/structure/displaycase/attack_alien(mob/living/carbon/alien/humanoid/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
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take_damage(20, BRUTE, 0)
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/obj/structure/displaycase/attack_animal(mob/living/simple_animal/M)
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M.changeNext_move(CLICK_CD_MELEE)
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M.do_attack_animation(src)
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if(M.melee_damage_upper > 0)
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M.visible_message("<span class='danger'>[M.name] smashes against \the [src.name].</span>",\
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"<span class='danger'>You smash against the [src.name].</span>")
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take_damage(M.melee_damage_upper, M.melee_damage_type, 1)
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/obj/structure/displaycase/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (destroyed || open))
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if (showpiece && (broken || open))
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dump()
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user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
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src.add_fingerprint(user)
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@@ -194,9 +185,8 @@
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//prevents remote "kicks" with TK
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if (!Adjacent(user))
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return
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>", \
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"<span class='notice'>You kick the display case.</span>")
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>", null, null, COMBAT_MESSAGE_RANGE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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take_damage(2)
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@@ -212,17 +202,17 @@
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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if(istype(I, /obj/item/weapon/wrench)) //The player can only deconstruct the wooden frame
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user << "<span class='notice'>You start disassembling [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 30/I.toolspeed, target = src))
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30*I.toolspeed, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src))
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qdel(src)
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else if(istype(I, /obj/item/weapon/electronics/airlock))
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user << "<span class='notice'>You start installing the electronics into [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(src.loc, I.usesound, 50, 1)
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if(user.unEquip(I) && do_after(user, 30, target = src))
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I.loc = src
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electronics = I
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@@ -248,13 +238,15 @@
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else
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return ..()
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//The captains display case requiring specops ID access is intentional.
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//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
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/obj/structure/displaycase/captain
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alert = 1
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start_showpiece_type = /obj/item/weapon/gun/energy/laser/captain
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req_access = list(access_cent_specops)
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
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req_access = list(access_rd)
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Block a user