218 lines
6.3 KiB
Plaintext
218 lines
6.3 KiB
Plaintext
/obj/item/electropack
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name = "electropack"
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desc = "Dance my monkeys! DANCE!!!"
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icon = 'icons/obj/radio.dmi'
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icon_state = "electropack0"
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item_state = "electropack"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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w_class = WEIGHT_CLASS_HUGE
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custom_materials = list(/datum/material/iron=10000, /datum/material/glass=2500)
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var/code = 2
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var/frequency = FREQ_ELECTROPACK
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var/on = TRUE
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var/shock_cooldown = FALSE
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var/ui_x = 260
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var/ui_y = 137
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/obj/item/electropack/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] hooks [user.p_them()]self to the electropack and spams the trigger! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (FIRELOSS)
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/obj/item/electropack/Initialize()
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. = ..()
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set_frequency(frequency)
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/obj/item/electropack/Destroy()
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SSradio.remove_object(src, frequency)
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return ..()
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/obj/item/electropack/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(src == C.back)
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to_chat(user, "<span class='warning'>You need help taking this off!</span>")
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return
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return ..()
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/obj/item/electropack/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/clothing/head/helmet))
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var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit(user)
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A.icon = 'icons/obj/assemblies.dmi'
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if(!user.transferItemToLoc(W, A))
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to_chat(user, "<span class='warning'>[W] is stuck to your hand, you cannot attach it to [src]!</span>")
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return
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W.master = A
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A.part1 = W
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user.transferItemToLoc(src, A, TRUE)
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master = A
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A.part2 = src
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user.put_in_hands(A)
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A.add_fingerprint(user)
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else
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return ..()
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/obj/item/electropack/receive_signal(datum/signal/signal)
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if(!signal || signal.data["code"] != code)
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return
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if(isliving(loc) && on)
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if(shock_cooldown)
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return
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shock_cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
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var/mob/living/L = loc
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step(L, pick(GLOB.cardinals))
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to_chat(L, "<span class='danger'>You feel a sharp shock!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, L)
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s.start()
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L.DefaultCombatKnockdown(100)
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if(master)
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master.receive_signal()
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/obj/item/electropack/proc/set_frequency(new_frequency)
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SSradio.remove_object(src, frequency)
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frequency = new_frequency
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SSradio.add_object(src, frequency, RADIO_SIGNALER)
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/obj/item/electropack/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/electropack/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Electropack", name)
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ui.open()
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/obj/item/electropack/ui_data(mob/user)
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var/list/data = list()
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data["power"] = on
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data["frequency"] = frequency
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data["code"] = code
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data["minFrequency"] = MIN_FREE_FREQ
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data["maxFrequency"] = MAX_FREE_FREQ
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return data
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/obj/item/electropack/ui_act(action, params)
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if(..())
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return
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switch(action)
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if("power")
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on = !on
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icon_state = "electropack[on]"
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. = TRUE
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if("freq")
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var/value = unformat_frequency(params["freq"])
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if(value)
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frequency = sanitize_frequency(value, TRUE)
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set_frequency(frequency)
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. = TRUE
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if("code")
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var/value = text2num(params["code"])
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if(value)
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value = round(value)
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code = clamp(value, 1, 100)
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. = TRUE
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if("reset")
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if(params["reset"] == "freq")
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frequency = initial(frequency)
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. = TRUE
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else if(params["reset"] == "code")
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code = initial(code)
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. = TRUE
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/obj/item/electropack/shockcollar
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name = "shock collar"
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desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
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icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
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mob_overlay_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
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icon_state = "shockcollar"
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item_state = "shockcollar"
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body_parts_covered = NECK
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slot_flags = ITEM_SLOT_NECK //no more pocket shockers. Now done without lazyness
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w_class = WEIGHT_CLASS_SMALL
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strip_delay = 60
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equip_delay_other = 60
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custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000)
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var/tagname = null
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/datum/design/electropack/shockcollar
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name = "Shockcollar"
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id = "shockcollar"
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build_type = AUTOLATHE
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build_path = /obj/item/electropack/shockcollar
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materials = list(/datum/material/iron = 5000, /datum/material/glass =2000)
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category = list("hacked", "Misc")
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/obj/item/electropack/shockcollar/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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if(loc == user && user.get_item_by_slot(SLOT_NECK))
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to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
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return
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return ..()
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/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal) //we have to override this because of text
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if(!signal || signal.data["code"] != code)
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return
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if(isliving(loc) && on) //the "on" arg is currently useless
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var/mob/living/L = loc
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if(!L.get_item_by_slot(SLOT_NECK)) //**properly** stops pocket shockers
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return
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if(shock_cooldown == TRUE)
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return
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shock_cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, shock_cooldown, FALSE), 100)
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step(L, pick(GLOB.cardinals))
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to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, L)
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s.start()
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L.DefaultCombatKnockdown(100)
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if(master)
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master.receive_signal()
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return
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/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
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if(istype(W, /obj/item/pen))
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var/t = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot", MAX_NAME_LEN)
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if(t)
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tagname = t
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name = "[initial(name)] - [t]"
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return
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if(istype(W, /obj/item/clothing/head/helmet)) //lazy method of denying this
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return
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else
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return ..()
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/obj/item/electropack/shockcollar/ui_interact(mob/user) //note to src: use tgooey
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var/dat = {"
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<TT>
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<B>Frequency/Code</B> for shock collar:<BR>
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Frequency:
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[format_frequency(src.frequency)]
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<A href='byond://?src=[REF(src)];set=freq'>Set</A><BR>
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Code:
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[src.code]
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<A href='byond://?src=[REF(src)];set=code'>Set</A><BR>
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</TT>"}
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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