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
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@@ -44,13 +44,13 @@
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if(istype(I, /obj/item/weapon/wrench))
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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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user << "<span class='notice'>You wrench the frame into place.</span>"
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to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
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anchored = 1
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state = 1
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if(istype(I, /obj/item/weapon/crowbar))
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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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user << "<span class='notice'>You pry the frame apart.</span>"
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to_chat(user, "<span class='notice'>You pry the frame apart.</span>")
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deconstruct(TRUE)
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if(1)
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@@ -58,12 +58,12 @@
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.get_amount() >= 2)
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W.use(2)
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user << "<span class='notice'>You add a shelf.</span>"
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to_chat(user, "<span class='notice'>You add a shelf.</span>")
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state = 2
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icon_state = "book-0"
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if(istype(I, /obj/item/weapon/wrench))
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playsound(loc, I.usesound, 100, 1)
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user << "<span class='notice'>You unwrench the frame.</span>"
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to_chat(user, "<span class='notice'>You unwrench the frame.</span>")
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anchored = 0
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state = 0
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@@ -78,7 +78,7 @@
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for(var/obj/item/T in B.contents)
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if(istype(T, /obj/item/weapon/book) || istype(T, /obj/item/weapon/spellbook))
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B.remove_from_storage(T, src)
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user << "<span class='notice'>You empty \the [I] into \the [src].</span>"
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to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
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update_icon()
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else if(istype(I, /obj/item/weapon/pen))
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var/newname = stripped_input(user, "What would you like to title this bookshelf?")
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@@ -88,10 +88,10 @@
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name = ("bookcase ([sanitize(newname)])")
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else if(istype(I, /obj/item/weapon/crowbar))
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if(contents.len)
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user << "<span class='warning'>You need to remove the books first!</span>"
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to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
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else
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playsound(loc, I.usesound, 100, 1)
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user << "<span class='notice'>You pry the shelf out.</span>"
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to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
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new /obj/item/stack/sheet/mineral/wood(loc, 2)
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state = 1
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icon_state = "bookempty"
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@@ -180,36 +180,36 @@
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/obj/item/weapon/book/attack_self(mob/user)
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if(is_blind(user))
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user << "<span class='warning'>As you are trying to read, you suddenly feel very stupid!</span>"
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to_chat(user, "<span class='warning'>As you are trying to read, you suddenly feel very stupid!</span>")
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return
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if(ismonkey(user))
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user << "<span class='notice'>You skim through the book but can't comprehend any of it.</span>"
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to_chat(user, "<span class='notice'>You skim through the book but can't comprehend any of it.</span>")
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return
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if(dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
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user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "<span class='notice'>This book is completely blank!</span>"
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to_chat(user, "<span class='notice'>This book is completely blank!</span>")
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/obj/item/weapon/book/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/pen))
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if(is_blind(user))
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user << "<span class='warning'> As you are trying to write on the book, you suddenly feel very stupid!</span>"
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to_chat(user, "<span class='warning'> As you are trying to write on the book, you suddenly feel very stupid!</span>")
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return
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if(unique)
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user << "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>"
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to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
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if (length(newtitle) > 20)
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usr << "That title won't fit on the cover!"
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to_chat(usr, "That title won't fit on the cover!")
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return
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if(!newtitle)
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usr << "That title is invalid."
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to_chat(usr, "That title is invalid.")
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return
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else
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name = newtitle
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@@ -217,14 +217,14 @@
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if("Contents")
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var/content = stripped_input(usr, "Write your book's contents (HTML NOT allowed):","","",8192)
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if(!content)
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usr << "The content is invalid."
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to_chat(usr, "The content is invalid.")
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return
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else
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dat += content
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if("Author")
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var/newauthor = stripped_input(usr, "Write the author's name:")
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if(!newauthor)
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usr << "The name is invalid."
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to_chat(usr, "The name is invalid.")
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return
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else
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author = newauthor
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@@ -234,37 +234,37 @@
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else if(istype(I, /obj/item/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = I
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if(!scanner.computer)
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user << "[I]'s screen flashes: 'No associated computer found!'"
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to_chat(user, "[I]'s screen flashes: 'No associated computer found!'")
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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user << "[I]'s screen flashes: 'Book stored in buffer.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer.'")
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = name
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user << "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'")
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == name)
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scanner.computer.checkouts.Remove(b)
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user << "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
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return
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user << "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'")
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if(3)
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scanner.book = src
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for(var/obj/item/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
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return
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scanner.computer.inventory.Add(src)
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user << "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
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else if(istype(I, /obj/item/weapon/kitchen/knife) || istype(I, /obj/item/weapon/wirecutters))
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user << "<span class='notice'>You begin to carve out [title]...</span>"
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to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
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if(do_after(user, 30, target = src))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
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var/obj/item/weapon/storage/book/B = new
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B.name = src.name
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B.title = src.title
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@@ -300,7 +300,7 @@
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mode += 1
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if(mode > 3)
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mode = 0
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user << "[src] Status Display:"
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to_chat(user, "[src] Status Display:")
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var/modedesc
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switch(mode)
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if(0)
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@@ -313,9 +313,9 @@
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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user << " - Mode [mode] : [modedesc]"
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to_chat(user, " - Mode [mode] : [modedesc]")
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if(computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n"
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to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
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to_chat(user, "\n")
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