mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 06:54:18 +01:00
sadf (#18782)
This commit is contained in:
@@ -192,20 +192,20 @@
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O.maptext_x = -10
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O.maptext_width = 72
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O.maptext_height = 32
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playsound(C, 'sound/items/goggles_charge.ogg')
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playsound(C, 'sound/items/goggles_charge.ogg', 70)
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C.visible_message(SPAN_DANGER("[usr] engages the targeting systems, acquiring a lock on the target!"))
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if(istype(O, /obj/effect/overmap/visitable/ship))
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var/obj/effect/overmap/visitable/ship/S = O
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for(var/obj/machinery/computer/ship/SH in S.consoles)
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if(istype(SH, /obj/machinery/computer/ship/sensors))
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playsound(SH, 'sound/effects/ship_weapons/locked_on.ogg')
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playsound(SH, 'sound/effects/ship_weapons/locked_on.ogg', 70)
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SH.visible_message(SPAN_DANGER("<font size=4>\The [SH] beeps alarmingly, signaling an enemy lock-on!</font>"))
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else
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C.targeting = FALSE
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/obj/effect/overmap/visitable/proc/detarget(var/obj/effect/overmap/O, var/obj/machinery/computer/C)
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if(C)
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playsound(C, 'sound/items/rfd_interrupt.ogg')
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playsound(C, 'sound/items/rfd_interrupt.ogg', 70)
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if(O)
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O.cut_overlay(O.targeted_overlay)
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O.maptext = null
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@@ -79,7 +79,7 @@
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if(do_after(H, weapon.load_time, src, DO_UNIQUE))
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if(weapon.load_ammunition(SA, H))
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visible_message(SPAN_NOTICE("[H] loads \the [SA] into \the [src]!"))
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playsound(src, 'sound/weapons/ammo_load.ogg')
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playsound(src, 'sound/weapons/ammo_load.ogg', 70)
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return TRUE
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else
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to_chat(H, SPAN_WARNING("The loader is full!"))
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@@ -112,7 +112,7 @@
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var/result = cannon.firing_command(linked.targeting, LM, platform_direction ? text2dir(platform_direction) : 0)
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if(isliving(usr) && !isAI(usr) && usr.Adjacent(src))
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visible_message(SPAN_WARNING("[usr] presses the fire button!"))
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playsound(src, 'sound/machines/compbeep1.ogg')
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playsound(src, 'sound/machines/compbeep1.ogg', 60)
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switch(result)
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if(SHIP_GUN_ERROR_NO_AMMO)
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to_chat(usr, SPAN_WARNING("The console shows an error screen: the weapon isn't loaded!"))
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@@ -88,7 +88,7 @@
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qdel(ammunition.original_projectile) //No longer needed.
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var/turf/laze = get_turf(entry_target)
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ammunition.original_projectile = widowmaker
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playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg')
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playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg', 60)
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laze.visible_message(SPAN_DANGER("<font size=6>A bright star is getting closer from the sky...!</font>"))
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sleep(11 SECONDS) //Let the sound play!
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widowmaker.primed = TRUE
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@@ -334,7 +334,7 @@
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key = LK
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user.drop_from_inventory(attacking_item, src)
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icon_state = "safeguard_open"
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playsound(src, 'sound/effects/ship_weapons/levi_key_insert.ogg')
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playsound(src, 'sound/effects/ship_weapons/levi_key_insert.ogg', 50)
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/obj/machinery/leviathan_safeguard/attack_hand(mob/user)
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if(key && !stat && opened && !locked)
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@@ -345,7 +345,7 @@
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flick("safeguard_locking", src)
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icon_state = "safeguard_locked"
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locked = TRUE
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playsound(src, 'sound/effects/ship_weapons/levi_key_twist.ogg')
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playsound(src, 'sound/effects/ship_weapons/levi_key_twist.ogg', 50)
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button.open()
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/obj/machinery/leviathan_button
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@@ -401,7 +401,7 @@
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if(length(possible_entry_points) && !(targeted_landmark == SHIP_HAZARD_TARGET))
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landmark = possible_entry_points[targeted_landmark]
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if(do_after(user, 1 SECOND) && !use_check_and_message(user))
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playsound(src, 'sound/effects/ship_weapons/levi_button_press.ogg')
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playsound(src, 'sound/effects/ship_weapons/levi_button_press.ogg', 50)
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visible_message(SPAN_DANGER("[user] presses \the [src]!"))
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for(var/obj/machinery/ship_weapon/leviathan/LT in linked.ship_weapons)
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if(istype(LT))
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@@ -19,7 +19,7 @@
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visible_message(SPAN_NOTICE("You connect \the [P] to the casing!"), SPAN_NOTICE("[H] connects \the [P] to the casing!"))
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H.drop_from_inventory(P)
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add_primer(P)
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playsound(src, 'sound/machines/rig/rig_deploy.ogg')
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playsound(src, 'sound/machines/rig/rig_deploy.ogg', 40)
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if(istype(attacking_item, /obj/item/warhead) && !warhead)
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var/obj/item/warhead/W = attacking_item
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user.visible_message( SPAN_NOTICE("[H] starts connecting \the [W] to the casing..."), SPAN_NOTICE("You start connecting \the [W] to the casing..."))
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@@ -27,7 +27,7 @@
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visible_message(SPAN_NOTICE("You connect \the [W] to the casing!"), SPAN_NOTICE("[H] connects \the [W] to the casing!"))
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H.drop_from_inventory(W)
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add_warhead(W)
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playsound(src, 'sound/machines/rig/rig_deploy.ogg')
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playsound(src, 'sound/machines/rig/rig_deploy.ogg', 40)
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update_status()
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/obj/item/ship_ammunition/longbow/can_be_loaded()
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@@ -370,7 +370,7 @@
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var/user_name = beacon.user_name
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var/accent_icon = sender.get_accent_icon()
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visible_message(SPAN_NOTICE("\The [src] beeps a few times as it replays the distress message."))
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playsound(src, 'sound/machines/compbeep5.ogg')
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playsound(src, 'sound/machines/compbeep5.ogg', 50)
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visible_message(SPAN_ITALIC("[accent_icon] <b>[user_name]</b> explains, \"[beacon.distress_message]\""))
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return TRUE
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