9eee3e5067
Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
252 lines
8.2 KiB
Plaintext
252 lines
8.2 KiB
Plaintext
/obj/structure/girder
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = 2
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var/state = 0
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attackby(obj/item/W as obj, mob/user as mob)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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if(anchored && !istype(src,/obj/structure/girder/displaced))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You dissasembled the girder!</span>"
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new /obj/item/stack/sheet/metal(get_turf(src))
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qdel(src)
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else if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now securing the girder...</span>"
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if(get_turf(user, 40))
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user << "<span class='notice'>You secured the girder!</span>"
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var/obj/structure/girder/G = new (loc)
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transfer_fingerprints_to(G)
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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new /obj/item/stack/sheet/metal(get_turf(src))
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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new /obj/item/stack/sheet/metal(get_turf(src))
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qdel(src)
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user << "<span class='notice'>Now removing support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You removed the support struts!</span>"
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var/obj/structure/girder/G = new (loc)
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transfer_fingerprints_to(G)
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qdel(src)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>Now dislodging the girder...</span>"
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You dislodged the girder!</span>"
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var/obj/structure/girder/displaced/D = new (loc)
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transfer_fingerprints_to(D)
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qdel(src)
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else if(istype(W, /obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = W
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switch(S.type)
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if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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var/obj/structure/falsewall/F = new (loc)
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transfer_fingerprints_to(F)
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qdel(src)
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else
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if(S.amount < 2) return ..()
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user << "<span class='notice'>Now adding plating...</span>"
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "<span class='notice'>You added the plating!</span>"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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for(var/turf/simulated/wall/X in Tsrc.loc)
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if(X) transfer_fingerprints_to(X)
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qdel(src)
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return
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if(/obj/item/stack/sheet/plasteel)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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var/obj/structure/falserwall/FW = new (loc)
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transfer_fingerprints_to(FW)
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qdel(src)
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else
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if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
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if(S.amount < 1) return ..()
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user << "<span class='notice'>Now finalising reinforced wall...</span>"
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if(do_after(user, 50))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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user << "<span class='notice'>Wall fully reinforced!</span>"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
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for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
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if(X) transfer_fingerprints_to(X)
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qdel(src)
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return
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else
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if(S.amount < 1) return ..()
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user << "<span class='notice'>Now reinforcing girders...</span>"
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if (do_after(user,60))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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user << "<span class='notice'>Girders reinforced!</span>"
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var/obj/structure/girder/reinforced/R = new (loc)
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transfer_fingerprints_to(R)
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qdel(src)
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return
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if(S.sheettype)
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var/M = S.sheettype
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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var/F = text2path("/obj/structure/falsewall/[M]")
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var/obj/structure/FW = new F (loc)
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transfer_fingerprints_to(FW)
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qdel(src)
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else
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if(S.amount < 2) return ..()
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user << "<span class='notice'>Now adding plating...</span>"
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if (do_after(user,40))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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user << "<span class='notice'>You added the plating!</span>"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) transfer_fingerprints_to(X)
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qdel(src)
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return
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add_hiddenprint(usr)
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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user.drop_item()
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P.loc = src.loc
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user << "<span class='notice'>You fit the pipe into the [src]!</span>"
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else
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..()
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blob_act()
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if(prob(40))
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qdel(src)
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ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(30))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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return
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else
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return
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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/obj/structure/girder/reinforced
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icon_state = "reinforced"
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state = 2
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/obj/structure/cultgirder
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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anchored = 1
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density = 1
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layer = 2
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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user << "<span class='notice'>You dissasembled the girder!</span>"
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var/obj/effect/decal/remains/human/R = new (get_turf(src))
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transfer_fingerprints_to(R)
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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var/obj/effect/decal/remains/human/R = new (get_turf(src))
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transfer_fingerprints_to(R)
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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if(do_after(user, 5))
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var/obj/effect/decal/remains/human/R = new (get_turf(src))
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transfer_fingerprints_to(R)
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qdel(src)
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blob_act()
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if(prob(40))
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qdel(src)
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ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(30))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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else
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return |