Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -39,35 +39,7 @@ RCD
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var/list/conf_access = null
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var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
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/* Construction costs */
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var/wallcost = 16
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var/floorcost = 2
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var/grillecost = 4
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var/girderupgradecost = 8
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var/windowcost = 8
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var/reinforcedwindowcost = 12
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var/airlockcost = 16
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var/decongirdercost = 13
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var/deconwallcost = 26
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var/deconfloorcost = 33
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var/decongrillecost = 4
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var/deconwindowcost = 8
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var/deconairlockcost = 32
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/* Build delays (deciseconds) */
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var/walldelay = 20
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var/floordelay = null //space wind's a bitch
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var/grilledelay = 40
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var/windowdelay = 40
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var/airlockdelay = 50
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var/decongirderdelay = 20
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var/deconwalldelay = 40
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var/deconfloordelay = 50
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var/decongrilledelay = null //as rapid as wirecutters
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var/deconwindowdelay = 50
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var/deconairlockdelay = 50
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var/delay_mod = 1
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var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on \
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the RCD blinks yellow.</span>"
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@@ -90,8 +62,7 @@ RCD
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window_type = /obj/structure/window/fulltile
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window_type_name = "glass"
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usr << "<span class='notice'>You change \the [src]'s window mode \
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to [window_type_name].</span>"
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to_chat(usr, "<span class='notice'>You change \the [src]'s window mode to [window_type_name].</span>")
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/obj/item/weapon/rcd/verb/change_airlock_access()
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set name = "Change Airlock Access"
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@@ -179,7 +150,6 @@ RCD
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set category = "Object"
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set src in usr
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airlockcost = initial(airlockcost)
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var airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
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switch(airlockcat)
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if("Solid")
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@@ -208,7 +178,6 @@ RCD
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airlock_type = /obj/machinery/door/airlock/external
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if("High Security")
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airlock_type = /obj/machinery/door/airlock/highsecurity
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airlockcost += 2 * sheetmultiplier //extra cost
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else
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airlock_type = /obj/machinery/door/airlock
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@@ -240,7 +209,6 @@ RCD
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/obj/item/weapon/rcd/New()
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..()
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desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
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src.spark_system = new /datum/effect_system/spark_spread
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spark_system.set_up(5, 0, src)
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@@ -261,7 +229,7 @@ RCD
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if(istype(W, /obj/item/weapon/rcd_ammo))
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var/obj/item/weapon/rcd_ammo/R = W
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if((matter + R.ammoamt) > max_matter)
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user << "<span class='warning'>The RCD can't hold any more matter-units!</span>"
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to_chat(user, "<span class='warning'>The RCD can't hold any more matter-units!</span>")
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return
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qdel(W)
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matter += R.ammoamt
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@@ -272,7 +240,7 @@ RCD
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else if(istype(W, /obj/item/stack/sheet/plasteel))
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loaded = loadwithsheets(W, plasteelmultiplier*sheetmultiplier, user) //Plasteel is worth 3 times more than glass or metal
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if(loaded)
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user << "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>"
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to_chat(user, "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>")
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desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
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else
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return ..()
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@@ -284,9 +252,9 @@ RCD
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S.use(amount_to_use)
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matter += value*amount_to_use
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user << "<span class='notice'>You insert [amount_to_use] [S.name] sheets into the RCD. </span>"
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to_chat(user, "<span class='notice'>You insert [amount_to_use] [S.name] sheets into the RCD. </span>")
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return 1
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user << "<span class='warning'>You can't insert any more [S.name] sheets into the RCD!"
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to_chat(user, "<span class='warning'>You can't insert any more [S.name] sheets into the RCD!")
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return 0
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/obj/item/weapon/rcd/attack_self(mob/user)
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@@ -295,16 +263,16 @@ RCD
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switch(mode)
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if(1)
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mode = 2
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user << "<span class='notice'>You change RCD's mode to 'Airlock'.</span>"
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to_chat(user, "<span class='notice'>You change RCD's mode to 'Airlock'.</span>")
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if(2)
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mode = 3
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user << "<span class='notice'>You change RCD's mode to 'Deconstruct'.</span>"
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to_chat(user, "<span class='notice'>You change RCD's mode to 'Deconstruct'.</span>")
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if(3)
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mode = 4
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user << "<span class='notice'>You change RCD's mode to 'Grilles & Windows'.</span>"
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to_chat(user, "<span class='notice'>You change RCD's mode to 'Grilles & Windows'.</span>")
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if(4)
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mode = 1
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user << "<span class='notice'>You change RCD's mode to 'Floor & Walls'.</span>"
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to_chat(user, "<span class='notice'>You change RCD's mode to 'Floor & Walls'.</span>")
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if(prob(20))
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src.spark_system.start()
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@@ -314,217 +282,23 @@ RCD
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/obj/item/weapon/rcd/afterattack(atom/A, mob/user, proximity)
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if(!proximity) return 0
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if(istype(A,/turf/open/space/transit))
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return 0
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if(!(isturf(A) || istype(A, /obj/machinery/door/airlock) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/window) || istype(A, /obj/structure/girder)))
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return 0
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switch(mode)
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if(1)
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if(isspaceturf(A))
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var/turf/open/space/S = A
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if(useResource(floorcost, user))
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user << "<span class='notice'>You start building a floor...</span>"
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activate()
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S.ChangeTurf(/turf/open/floor/plating)
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return 1
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return 0
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if(isfloorturf(A))
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var/turf/open/floor/F = A
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if(checkResource(wallcost, user))
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user << "<span class='notice'>You start building a wall...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, walldelay, target = A))
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if(!istype(F)) return 0
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if(!useResource(wallcost, user)) return 0
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activate()
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F.ChangeTurf(/turf/closed/wall)
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return 1
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return 0
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if(istype(A, /obj/structure/girder))
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var/turf/open/floor/F = get_turf(A)
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if(checkResource(girderupgradecost, user))
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user << "<span class='notice'>You start finishing the \
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wall...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, walldelay, target = A))
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if(!istype(A)) return 0
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if(!useResource(girderupgradecost, user)) return 0
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activate()
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qdel(A)
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F.ChangeTurf(/turf/closed/wall)
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return 1
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return 0
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if(2)
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if(isfloorturf(A))
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if(checkResource(airlockcost, user))
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var/door_check = 1
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for(var/obj/machinery/door/D in A)
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if(!D.sub_door)
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door_check = 0
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break
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if(door_check)
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user << "<span class='notice'>You start building an airlock...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, airlockdelay, target = A))
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if(!useResource(airlockcost, user)) return 0
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activate()
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var/obj/machinery/door/airlock/T = new airlock_type( A )
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T.electronics = new/obj/item/weapon/electronics/airlock( src.loc )
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if(conf_access)
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T.electronics.accesses = conf_access.Copy()
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T.electronics.one_access = use_one_access
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if(T.electronics.one_access)
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T.req_one_access = T.electronics.accesses
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else
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T.req_access = T.electronics.accesses
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if(!T.checkForMultipleDoors())
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qdel(T)
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useResource(-airlockcost, user)
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return 0
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T.autoclose = 1
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return 1
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return 0
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else
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user << "<span class='warning'>There is another door here!</span>"
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return 0
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return 0
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if(3)
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if(iswallturf(A))
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var/turf/closed/wall/W = A
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if(istype(W, /turf/closed/wall/r_wall) && !canRturf)
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return 0
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if(checkResource(deconwallcost, user))
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user << "<span class='notice'>You start deconstructing [W]...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, deconwalldelay, target = A))
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if(!useResource(deconwallcost, user)) return 0
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activate()
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W.ChangeTurf(/turf/open/floor/plating)
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return 1
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return 0
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if(isfloorturf(A))
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var/turf/open/floor/F = A
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if(istype(F, /turf/open/floor/engine) && !canRturf)
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return 0
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if(istype(F, F.baseturf))
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user << "<span class='notice'>You can't dig any deeper!</span>"
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return 0
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else if(checkResource(deconfloorcost, user))
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user << "<span class='notice'>You start deconstructing floor...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, deconfloordelay, target = A))
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if(!useResource(deconfloorcost, user)) return 0
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activate()
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F.ChangeTurf(F.baseturf)
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return 1
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return 0
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if(istype(A, /obj/machinery/door/airlock))
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if(checkResource(deconairlockcost, user))
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user << "<span class='notice'>You start deconstructing airlock...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, deconairlockdelay, target = A))
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if(!useResource(deconairlockcost, user)) return 0
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activate()
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qdel(A)
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return 1
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return 0
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if(istype(A, /obj/structure/window))
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if(checkResource(deconwindowcost, user))
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user << "<span class='notice'>You start deconstructing the window...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, deconwindowdelay, target = A))
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if(!useResource(deconwindowcost, user)) return 0
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activate()
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qdel(A)
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return 1
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return 0
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if(istype(A, /obj/structure/grille))
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var/obj/structure/grille/G = A
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if(!G.shock(user, 90)) //if it's shocked, try to shock them
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if(useResource(decongrillecost, user))
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user << "<span class='notice'>You start deconstructing the grille...</span>"
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activate()
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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qdel(A)
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return 1
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return 0
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if(istype(A, /obj/structure/girder))
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if(useResource(decongirdercost, user))
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user << "<span class='notice'>You start deconstructing \
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[A]...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, decongirderdelay, target = A))
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if(!useResource(decongirdercost, user)) return 0
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activate()
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qdel(A)
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return 1
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if (4)
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if(isfloorturf(A))
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if(checkResource(grillecost, user))
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if(locate(/obj/structure/grille) in A)
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user << "<span class='warning'>There is already a grille there!</span>"
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return 0
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user << "<span class='notice'>You start building a grille...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, grilledelay, target = A))
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if(locate(/obj/structure/grille) in A)
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return 0
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if(!useResource(grillecost, user)) return 0
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activate()
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var/obj/structure/grille/G = new/obj/structure/grille(A)
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G.anchored = 1
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return 1
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return 0
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return 0
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if(istype(A, /obj/structure/grille))
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var wname = "window?"
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var cost = 0
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if (window_type == /obj/structure/window/fulltile)
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cost = windowcost
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wname = "window"
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else if (window_type == /obj/structure/window/reinforced/fulltile)
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cost = reinforcedwindowcost
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wname = "reinforced window"
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if(checkResource(cost, user))
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user << "<span class='notice'>You start building a \
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[wname]...</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, windowdelay, target = A))
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if(locate(/obj/structure/window) in A.loc) return 0
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if(!useResource(cost, user)) return 0
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activate()
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var /obj/structure/window/WD = new window_type(A.loc)
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WD.anchored = 1
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return 1
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return 0
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return 0
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else
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user << "ERROR: RCD in MODE: [mode] attempted use by [user]. Send this text #coderbus or an admin."
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return 0
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if(!proximity)
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return FALSE
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var/list/rcd_results = A.rcd_vals(user, src)
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if(!rcd_results)
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return FALSE
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if(do_after(user, rcd_results["delay"] * delay_mod, target = A))
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if(checkResource(rcd_results["cost"], user))
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if(A.rcd_act(user, src, rcd_results["mode"]))
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useResource(rcd_results["cost"], user)
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activate()
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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return TRUE
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/obj/item/weapon/rcd/proc/useResource(amount, mob/user)
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if(matter < amount)
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if(user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return 0
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matter -= amount
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desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
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@@ -533,7 +307,7 @@ RCD
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/obj/item/weapon/rcd/proc/checkResource(amount, mob/user)
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. = matter >= amount
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if(!. && user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return .
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/obj/item/weapon/rcd/proc/detonate_pulse()
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@@ -560,11 +334,11 @@ RCD
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var/mob/living/silicon/robot/borgy = user
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if(!borgy.cell)
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if(user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return 0
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. = borgy.cell.use(amount * 72) //borgs get 1.3x the use of their RCDs
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if(!. && user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return .
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/obj/item/weapon/rcd/borg/checkResource(amount, mob/user)
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@@ -573,11 +347,11 @@ RCD
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var/mob/living/silicon/robot/borgy = user
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if(!borgy.cell)
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if(user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return 0
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. = borgy.cell.charge >= (amount * 72)
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if(!. && user)
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user << no_ammo_message
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to_chat(user, no_ammo_message)
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return .
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/obj/item/weapon/rcd/loaded
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@@ -587,7 +361,6 @@ RCD
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name = "industrial RCD"
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max_matter = 500
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matter = 500
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canRturf = 1
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/obj/item/weapon/rcd_ammo
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name = "compressed matter cartridge"
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@@ -603,3 +376,9 @@ RCD
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origin_tech = "materials=4"
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materials = list(MAT_METAL=48000, MAT_GLASS=32000)
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ammoamt = 160
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/obj/item/weapon/rcd/admin
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name = "admin RCD"
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max_matter = INFINITY
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matter = INFINITY
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Reference in New Issue
Block a user