280dbe20c3
* SSthrowing + callbacks! Throwing is now a subsystem. It's low priority, but is a ticker subsystem so is ran before most other subsystems. To allow for shit to run after the throw finishes, throwing now supports a callback. A callback datum system was created, conversion of addtimer is planned for another PR. Throwing now has a limit of 2048 turfs (was 600) Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is. Throwing now properly accounts for missed ticks. Throwing no longer uses sleep. Throwing should no longer lag since it's not filling the sleep queue up * Smoother tentacles * Some improvements * Missed a spot. * Makes shit quicker. Inlines the thrownthing.tick() proc. Raises missed ticks value Lowers max dist value Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste * >PRs open that use procs i'm removing. * STOP THE PRESSES! * throw_at now runs the first throw tick() immediately This will help some with throwing while running. * Item throwing now imparts the momentum of the user throwing. (ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower) * Moves throwing momentum from carbon/throw_item to movable/throw_at. There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg. * Explosions throw shit faster. This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason." * Fixes explosion embedding. This also acts as a nice example of how to override a callback in an override of throw_at properly.
194 lines
6.9 KiB
Plaintext
194 lines
6.9 KiB
Plaintext
/obj/item/weapon/storage/pill_bottle/dice
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name = "bag of dice"
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desc = "Contains all the luck you'll ever need."
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icon = 'icons/obj/dice.dmi'
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icon_state = "dicebag"
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/obj/item/weapon/storage/pill_bottle/dice/New()
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..()
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var/special_die = pick("1","2","fudge","space","00","8bd20","4dd6","100")
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if(special_die == "1")
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new /obj/item/weapon/dice/d1(src)
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if(special_die == "2")
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new /obj/item/weapon/dice/d2(src)
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new /obj/item/weapon/dice/d4(src)
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new /obj/item/weapon/dice/d6(src)
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if(special_die == "fudge")
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new /obj/item/weapon/dice/fudge(src)
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if(special_die == "space")
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new /obj/item/weapon/dice/d6/space(src)
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new /obj/item/weapon/dice/d8(src)
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new /obj/item/weapon/dice/d10(src)
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if(special_die == "00")
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new /obj/item/weapon/dice/d00(src)
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new /obj/item/weapon/dice/d12(src)
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new /obj/item/weapon/dice/d20(src)
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if(special_die == "8bd20")
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new /obj/item/weapon/dice/eightbd20(src)
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if(special_die == "4dd6")
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new /obj/item/weapon/dice/fourdd6(src)
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if(special_die == "100")
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new /obj/item/weapon/dice/d100(src)
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/obj/item/weapon/dice //depreciated d6, use /obj/item/weapon/dice/d6 if you actually want a d6
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name = "die"
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desc = "A die with six sides. Basic and servicable."
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icon = 'icons/obj/dice.dmi'
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icon_state = "d6"
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w_class = WEIGHT_CLASS_TINY
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var/sides = 6
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var/result = null
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var/list/special_faces = list() //entries should match up to sides var if used
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var/can_be_rigged = TRUE
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var/rigged = FALSE
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/obj/item/weapon/dice/New()
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result = rand(1, sides)
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update_icon()
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..()
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/obj/item/weapon/dice/d1
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name = "d1"
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desc = "A die with one side. Deterministic!"
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icon_state = "d1"
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sides = 1
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/obj/item/weapon/dice/d2
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name = "d2"
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desc = "A die with two sides. Coins are undignified!"
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icon_state = "d2"
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sides = 2
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/obj/item/weapon/dice/d4
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name = "d4"
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desc = "A die with four sides. The nerd's caltrop."
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icon_state = "d4"
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sides = 4
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/obj/item/weapon/dice/d6
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name = "d6"
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/obj/item/weapon/dice/d6/space
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name = "space cube"
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desc = "A die with six sides. 6 TIMES 255 TIMES 255 TILE TOTAL EXISTENCE, SQUARE YOUR MIND OF EDUCATED STUPID: 2 DOES NOT EXIST."
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icon_state = "spaced6"
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/obj/item/weapon/dice/d6/space/New()
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..()
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if(prob(10))
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name = "spess cube"
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/obj/item/weapon/dice/fudge
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name = "fudge die"
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desc = "A die with six sides but only three results. Is this a plus or a minus? Your mind is drawing a blank..."
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sides = 3 //shhh
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icon_state = "fudge"
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special_faces = list("minus","blank","plus")
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/obj/item/weapon/dice/d8
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name = "d8"
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desc = "A die with eight sides. It feels... lucky."
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icon_state = "d8"
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sides = 8
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/obj/item/weapon/dice/d10
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name = "d10"
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desc = "A die with ten sides. Useful for percentages."
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icon_state = "d10"
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sides = 10
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/obj/item/weapon/dice/d00
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name = "d00"
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desc = "A die with ten sides. Works better for d100 rolls than a golfball."
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icon_state = "d00"
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sides = 10
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/obj/item/weapon/dice/d12
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name = "d12"
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desc = "A die with twelve sides. There's an air of neglect about it."
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icon_state = "d12"
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sides = 12
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/obj/item/weapon/dice/d20
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name = "d20"
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desc = "A die with twenty sides. The prefered die to throw at the GM."
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icon_state = "d20"
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sides = 20
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/obj/item/weapon/dice/d100
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name = "d100"
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desc = "A die with one hundred sides! Probably not fairly weighted..."
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icon_state = "d100"
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sides = 100
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/obj/item/weapon/dice/d100/update_icon()
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return
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/obj/item/weapon/dice/eightbd20
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name = "strange d20"
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desc = "A weird die with raised text printed on the faces. Everything's white on white so reading it is a struggle. What poor design!"
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icon_state = "8bd20"
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sides = 20
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special_faces = list("It is certain","It is decidedly so","Without a doubt","Yes, definitely","You may rely on it","As I see it, yes","Most likely","Outlook good","Yes","Signs point to yes","Reply hazy try again","Ask again later","Better not tell you now","Cannot predict now","Concentrate and ask again","Don't count on it","My reply is no","My sources say no","Outlook not so good","Very doubtful")
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/obj/item/weapon/dice/eightbd20/update_icon()
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return
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/obj/item/weapon/dice/fourdd6
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name = "4d d6"
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desc = "A die that exists in four dimensional space. Properly interpreting them can only be properly done with the help of a mathematician, a physicist, and a priest."
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icon_state = "4dd6"
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sides = 48
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special_faces = list("Cube-Side: 1-1","Cube-Side: 1-2","Cube-Side: 1-3","Cube-Side: 1-4","Cube-Side: 1-5","Cube-Side: 1-6","Cube-Side: 2-1","Cube-Side: 2-2","Cube-Side: 2-3","Cube-Side: 2-4","Cube-Side: 2-5","Cube-Side: 2-6","Cube-Side: 3-1","Cube-Side: 3-2","Cube-Side: 3-3","Cube-Side: 3-4","Cube-Side: 3-5","Cube-Side: 3-6","Cube-Side: 4-1","Cube-Side: 4-2","Cube-Side: 4-3","Cube-Side: 4-4","Cube-Side: 4-5","Cube-Side: 4-6","Cube-Side: 5-1","Cube-Side: 5-2","Cube-Side: 5-3","Cube-Side: 5-4","Cube-Side: 5-5","Cube-Side: 5-6","Cube-Side: 6-1","Cube-Side: 6-2","Cube-Side: 6-3","Cube-Side: 6-4","Cube-Side: 6-5","Cube-Side: 6-6","Cube-Side: 7-1","Cube-Side: 7-2","Cube-Side: 7-3","Cube-Side: 7-4","Cube-Side: 7-5","Cube-Side: 7-6","Cube-Side: 8-1","Cube-Side: 8-2","Cube-Side: 8-3","Cube-Side: 8-4","Cube-Side: 8-5","Cube-Side: 8-6")
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/obj/item/weapon/dice/fourdd6/update_icon()
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return
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/obj/item/weapon/dice/attack_self(mob/user)
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diceroll(user)
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/obj/item/weapon/dice/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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if(!..())
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return
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diceroll(thrower)
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/obj/item/weapon/dice/proc/diceroll(mob/user)
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result = rand(1, sides)
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if(rigged && result != rigged)
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if(prob(Clamp(1/(sides - 1) * 100, 25, 80)))
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result = rigged
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var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
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var/comment = ""
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if(sides == 20 && result == 20)
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comment = "Nat 20!"
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else if(sides == 20 && result == 1)
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comment = "Ouch, bad luck."
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update_icon()
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if(initial(icon_state) == "d00")
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result = (result - 1)*10
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if(special_faces.len == sides)
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result = special_faces[result]
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if(user != null) //Dice was rolled in someone's hand
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user.visible_message("[user] has thrown [src]. It lands on [result]. [comment]", \
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"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
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"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
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else if(src.throwing == 0) //Dice was thrown and is coming to rest
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visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
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/obj/item/weapon/dice/d4/Crossed(mob/living/carbon/human/H)
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if(istype(H) && !H.shoes)
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if(PIERCEIMMUNE in H.dna.species.species_traits)
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return 0
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H << "<span class='userdanger'>You step on the D4!</span>"
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H.apply_damage(4,BRUTE,(pick("l_leg", "r_leg")))
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H.Weaken(3)
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/obj/item/weapon/dice/update_icon()
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cut_overlays()
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add_overlay("[src.icon_state][src.result]")
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/obj/item/weapon/dice/microwave_act(obj/machinery/microwave/M)
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if(can_be_rigged)
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rigged = result
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..(M)
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