icons should exist
This commit is contained in:
@@ -439,6 +439,8 @@
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if(zero_amount())
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return
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return split_stack(user, 1)
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else
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. = ..()
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/obj/item/stack/AltClick(mob/living/user)
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. = ..()
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@@ -1,10 +1,12 @@
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/obj/item/tank
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name = "tank"
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icon = 'icons/obj/tank.dmi'
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icon_state = "generic"
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lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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// worn_icon = 'icons/mob/clothing/back.dmi' //since these can also get thrown into suit storage slots. if something goes on the belt, set this to null.
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hitsound = 'sound/weapons/smash.ogg'
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pressure_resistance = ONE_ATMOSPHERE * 5
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force = 5
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@@ -18,12 +20,14 @@
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var/distribute_pressure = ONE_ATMOSPHERE
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var/integrity = 3
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var/volume = 70
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/// Icon state when in a tank holder. Null makes it incompatible with tank holder.
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var/tank_holder_icon_state = "holder_generic"
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/obj/item/tank/ui_action_click(mob/user)
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toggle_internals(user)
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/obj/item/tank/proc/toggle_internals(mob/user)
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var/mob/living/carbon/H = user
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var/mob/living/carbon/human/H = user
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if(!istype(H))
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return
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@@ -84,18 +88,23 @@
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/obj/item/tank/Destroy()
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if(air_contents)
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qdel(air_contents)
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QDEL_NULL(air_contents)
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STOP_PROCESSING(SSobj, src)
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. = ..()
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// /obj/item/tank/ComponentInitialize()
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// . = ..()
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// if(tank_holder_icon_state)
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// AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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/obj/item/tank/examine(mob/user)
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var/obj/icon = src
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. = ..()
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if(istype(src.loc, /obj/item/assembly))
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icon = src.loc
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if(!in_range(src, user) && !isobserver(user))
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if (icon == src)
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if(icon == src)
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. += "<span class='notice'>If you want any more information you'll need to get closer.</span>"
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return
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@@ -140,14 +149,14 @@
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if(T)
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T.assume_air(air_contents)
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air_update_turf()
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playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
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playsound(src.loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
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qdel(src)
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/obj/item/tank/suicide_act(mob/user)
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var/mob/living/carbon/human/H = user
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user.visible_message("<span class='suicide'>[user] is putting [src]'s valve to [user.p_their()] lips! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/effects/spray.ogg', 10, 1, -3)
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if (!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
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playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
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if(!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
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for(var/obj/item/W in H)
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H.dropItemToGround(W)
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if(prob(50))
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@@ -159,12 +168,10 @@
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H.spawn_gibs()
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H.spill_organs()
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H.spread_bodyparts()
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return (BRUTELOSS)
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/obj/item/tank/attack_ghost(mob/dead/observer/O)
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. = ..()
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atmosanalyzer_scan(air_contents, O, src, FALSE)
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return MANUAL_SUICIDE
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else
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to_chat(user, "<span class='warning'>There isn't enough pressure in [src] to commit suicide with...</span>")
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return SHAME
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/obj/item/tank/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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@@ -182,27 +189,30 @@
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ui = new(user, src, "Tank", name)
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ui.open()
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/obj/item/tank/ui_static_data(mob/user)
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. = list (
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"defaultReleasePressure" = round(TANK_DEFAULT_RELEASE_PRESSURE),
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"minReleasePressure" = round(TANK_MIN_RELEASE_PRESSURE),
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"maxReleasePressure" = round(TANK_MAX_RELEASE_PRESSURE),
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"leakPressure" = round(TANK_LEAK_PRESSURE),
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"fragmentPressure" = round(TANK_FRAGMENT_PRESSURE)
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)
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/obj/item/tank/ui_data(mob/user)
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var/list/data = list()
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data["tankPressure"] = round(air_contents.return_pressure() ? air_contents.return_pressure() : 0)
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data["releasePressure"] = round(distribute_pressure ? distribute_pressure : 0)
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data["defaultReleasePressure"] = round(TANK_DEFAULT_RELEASE_PRESSURE)
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data["minReleasePressure"] = round(TANK_MIN_RELEASE_PRESSURE)
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data["maxReleasePressure"] = round(TANK_MAX_RELEASE_PRESSURE)
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. = list(
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"tankPressure" = round(air_contents.return_pressure()),
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"releasePressure" = round(distribute_pressure)
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)
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var/mob/living/carbon/C = user
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if(!istype(C))
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C = loc.loc
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if(!istype(C))
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return data
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if(C.internal == src)
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data["connected"] = TRUE
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return data
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if(istype(C) && C.internal == src)
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.["connected"] = TRUE
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/obj/item/tank/ui_act(action, params)
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if(..())
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. = ..()
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if(.)
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return
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switch(action)
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if("pressure")
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@@ -228,6 +238,9 @@
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/obj/item/tank/return_air()
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return air_contents
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// /obj/item/tank/return_analyzable_air()
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// return air_contents
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/obj/item/tank/assume_air(datum/gas_mixture/giver)
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air_contents.merge(giver)
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@@ -239,10 +252,9 @@
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return null
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var/tank_pressure = air_contents.return_pressure()
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if(tank_pressure < distribute_pressure)
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distribute_pressure = tank_pressure
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var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
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var/moles_needed = distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.return_temperature())
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var/moles_needed = actual_distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.return_temperature())
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return remove_air(moles_needed)
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@@ -266,7 +278,7 @@
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log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
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//Give the gas a chance to build up more pressure through reacting
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air_contents.react(src)
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air_contents.react(src)
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// air_contents.react(src)
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//Citadel Edit: removing extra react for "balance"
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pressure = air_contents.return_pressure()
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var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
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@@ -285,7 +297,7 @@
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if(!T)
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return
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T.assume_air(air_contents)
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playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
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playsound(src.loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
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qdel(src)
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else
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integrity--
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