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// / Set up variables from closet type that we will use
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breakout_time = 1 MINUTES
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allow_objects = TRUE
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+ enable_door_overlay = FALSE
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horizontal = TRUE // if there is a human in the grave, it has to be resting to be buried
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mob_storage_capacity = 1 // how many human sized mob/living can fit together inside a closet.
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context[SCREENTIP_CONTEXT_RMB ] = " Fill"
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return CONTEXTUAL_SCREENTIP_SET
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- / obj / structure/ closet/ ms13/ grave/ closet_update_overlays( list / new_overlays)
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- . = new_overlays
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- if (opened)
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- var /mutable_appearance /door_overlay = mutable_appearance(icon, " [ icon_state] _open" , alpha = src . alpha)
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- . += door_overlay
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- // If we don't do this the door doesn't block emissives and it looks weird.
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- door_overlay. overlays += emissive_blocker(door_overlay. icon, door_overlay. icon_state, alpha = door_overlay. alpha)
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-
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/ obj / structure/ closet/ ms13/ grave/ update_icon_state()
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. = .. ()
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icon_state = " [ initial(icon_state)] _ [ soil_type] _ [ dirt_level] "
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to_chat (user, span_notice(" You start leveling the ground with \the [ tool] ." ))
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if (do_after(user, 3 SECONDS * tool. toolspeed, target = src ))
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user. visible_message(span_notice(" [ user] levels the ground with \the [ tool] ." ),
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- span_notice (" You levels the ground with \the [ tool] ." ))
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+ span_notice (" You level the ground with \the [ tool] ." ))
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deconstruct (TRUE )
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return
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else if (dirt_level == max_level)
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