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@@ -6,27 +6,27 @@ var/bomb_set
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "nuclearbomb0"
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density = 1
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var/deployable = 0.0
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var/extended = 0.0
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var/deployable = 0
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var/extended = 0
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var/lighthack = 0
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var/opened = 0.0
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var/timeleft = 60.0
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var/timing = 0.0
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var/timeleft = 120
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var/timing = 0
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var/r_code = "ADMIN"
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var/code = ""
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var/yes_code = 0.0
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var/safety = 1.0
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var/yes_code = 0
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var/safety = 1
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var/obj/item/weapon/disk/nuclear/auth = null
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var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open,
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// 3 is sealant open, 4 is unwrenched, 5 is removed from bolts.
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var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open, 3 is sealant open, 4 is unwrenched, 5 is removed from bolts.
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var/lastentered
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use_power = 0
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var/datum/wires/nuclearbomb/wires
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unacidable = 1
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var/previous_level = ""
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var/datum/wires/nuclearbomb/wires = null
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/obj/machinery/nuclearbomb/New()
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..()
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r_code = "[rand(10000, 99999.0)]"//Creates a random code upon object spawn.
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wires = new(src)
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wires = new/datum/wires/nuclearbomb(src)
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/obj/machinery/nuclearbomb/Destroy()
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qdel(wires)
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@@ -35,42 +35,40 @@ var/bomb_set
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/obj/machinery/nuclearbomb/process()
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if (src.timing)
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bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed.
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src.timeleft--
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if (src.timeleft <= 0)
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explode()
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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src.timeleft = max(timeleft - 2, 0) // 2 seconds per process()
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if (timeleft <= 0)
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spawn
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explode()
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nanomanager.update_uis(src)
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return
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/obj/machinery/nuclearbomb/attackby(obj/item/weapon/O as obj, mob/user as mob)
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/obj/machinery/nuclearbomb/attackby(obj/item/weapon/O as obj, mob/user as mob, params)
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if (istype(O, /obj/item/weapon/screwdriver))
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src.add_fingerprint(user)
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if (src.auth)
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if (src.opened == 0)
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src.opened = 1
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if (panel_open == 0)
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panel_open = 1
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overlays += image(icon, "npanel_open")
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user << "You unscrew the control panel of [src]."
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playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
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else
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src.opened = 0
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panel_open = 0
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overlays -= image(icon, "npanel_open")
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user << "You screw the control panel of [src] back on."
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playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
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else
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if (src.opened == 0)
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user << "The [src] emits a buzzing noise, the panel staying locked in."
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if (src.opened == 1)
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src.opened = 0
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if (panel_open == 0)
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user << "\The [src] emits a buzzing noise, the panel staying locked in."
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if (panel_open == 1)
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panel_open = 0
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overlays -= image(icon, "npanel_open")
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user << "You screw the control panel of [src] back on."
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user << "You screw the control panel of \the [src] back on."
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playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
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flick("nuclearbombc", src)
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return
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return
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if (istype(O, /obj/item/weapon/wirecutters) || istype(O, /obj/item/device/multitool))
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if (src.opened == 1)
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wires.Interact(user)
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return
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if (panel_open && (istype(O, /obj/item/device/multitool) || istype(O, /obj/item/weapon/wirecutters)))
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return attack_hand(user)
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if (src.extended)
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if (istype(O, /obj/item/weapon/disk/nuclear))
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@@ -78,13 +76,12 @@ var/bomb_set
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O.loc = src
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src.auth = O
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src.add_fingerprint(user)
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return
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return attack_hand(user)
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if (src.anchored)
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switch(removal_stage)
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if(0)
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if(istype(O,/obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = O
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if(!WT.isOn()) return
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if (WT.get_fuel() < 5) // uses up 5 fuel.
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@@ -150,54 +147,67 @@ var/bomb_set
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return
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..()
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/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
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if (src.extended)
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if (!ishuman(user))
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usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return 1
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/obj/machinery/nuclearbomb/attack_ghost(mob/user as mob)
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attack_hand(user)
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user.set_machine(src)
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var/dat = text("<TT><B>Nuclear Fission Explosive</B><BR>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (src.auth ? "++++++++++" : "----------"))
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if (src.auth)
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if (src.yes_code)
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dat += text("\n<B>Status</B>: []-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] <A href='?src=\ref[];timer=1'>Toggle</A><BR>\nTime: <A href='?src=\ref[];time=-10'>-</A> <A href='?src=\ref[];time=-1'>-</A> [] <A href='?src=\ref[];time=1'>+</A> <A href='?src=\ref[];time=10'>+</A><BR>\n<BR>\nSafety: [] <A href='?src=\ref[];safety=1'>Toggle</A><BR>\nAnchor: [] <A href='?src=\ref[];anchor=1'>Toggle</A><BR>\n", (src.timing ? "Func/Set" : "Functional"), (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src, src, src, src.timeleft, src, src, (src.safety ? "On" : "Off"), src, (src.anchored ? "Engaged" : "Off"), src)
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else
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dat += text("\n<B>Status</B>: Auth. S2-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\n[] Safety: Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
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if (extended)
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if (panel_open)
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wires.Interact(user)
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else
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if (src.timing)
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dat += text("\n<B>Status</B>: Set-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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else
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dat += text("\n<B>Status</B>: Auth. S1-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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var/message = "AUTH"
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if (src.auth)
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message = text("[]", src.code)
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if (src.yes_code)
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message = "*****"
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dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
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user << browse(dat, "window=nuclearbomb;size=300x400")
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onclose(user, "nuclearbomb")
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else if (src.deployable)
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ui_interact(user)
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else if (deployable)
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if(removal_stage < 5)
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src.anchored = 1
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visible_message("<span class='warning'>With a steely snap, bolts slide out of [src] and anchor it to the flooring!</span>")
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else
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visible_message("<span class='warning'>\The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.</span>")
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extended = 1
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if(!src.lighthack)
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flick("nuclearbombc", src)
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src.icon_state = "nuclearbomb1"
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src.extended = 1
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update_icon()
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return
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/obj/machinery/nuclearbomb/verb/make_deployable()
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/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["hacking"] = 0
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data["auth"] = is_auth(user)
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if (is_auth(user))
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if (yes_code)
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data["authstatus"] = timing ? "Functional/Set" : "Functional"
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else
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data["authstatus"] = "Auth. S2"
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else
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if (timing)
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data["authstatus"] = "Set"
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else
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data["authstatus"] = "Auth. S1"
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data["safe"] = safety ? "Safe" : "Engaged"
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data["time"] = timeleft
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data["timer"] = timing
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data["safety"] = safety
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data["anchored"] = anchored
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data["yescode"] = yes_code
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data["message"] = "AUTH"
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if (is_auth(user))
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data["message"] = code
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if (yes_code)
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data["message"] = "*****"
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, "nuclear_bomb.tmpl", "Nuke Control Panel", 300, 510)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/nuclearbomb/verb/toggle_deployable()
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set category = "Object"
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set name = "Make Deployable"
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set name = "Toggle Deployable"
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set src in oview(1)
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if (!usr.canmove || usr.stat || usr.restrained())
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if(usr.incapacitated())
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return
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if (!ishuman(usr))
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usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return 1
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if (src.deployable)
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usr << "<span class='warning'>You close several panels to make [src] undeployable.</span>"
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@@ -207,106 +217,127 @@ var/bomb_set
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src.deployable = 1
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return
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/obj/machinery/nuclearbomb/proc/is_auth(var/mob/user)
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if(auth)
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return 1
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if(user.can_admin_interact())
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return 1
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return 0
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/obj/machinery/nuclearbomb/Topic(href, href_list)
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..()
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if (!usr.canmove || usr.stat || usr.restrained())
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return
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
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usr.set_machine(src)
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if(..())
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return 1
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if (href_list["auth"])
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if (src.auth)
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src.auth.loc = src.loc
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src.yes_code = 0
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src.auth = null
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else
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var/obj/item/I = usr.get_active_hand()
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if (istype(I, /obj/item/weapon/disk/nuclear))
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usr.drop_item()
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I.loc = src
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src.auth = I
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if (src.auth)
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if (href_list["type"])
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if (href_list["type"] == "E")
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if (src.code == src.r_code)
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src.yes_code = 1
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src.code = null
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else
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src.code = "ERROR"
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if (href_list["auth"])
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if (auth)
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auth.loc = loc
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yes_code = 0
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auth = null
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else
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var/obj/item/I = usr.get_active_hand()
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if (istype(I, /obj/item/weapon/disk/nuclear))
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usr.drop_item()
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I.loc = src
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auth = I
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if (is_auth(usr))
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if (href_list["type"])
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if (href_list["type"] == "E")
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if (code == r_code)
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yes_code = 1
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code = null
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else
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if (href_list["type"] == "R")
|
|
|
|
|
src.yes_code = 0
|
|
|
|
|
src.code = null
|
|
|
|
|
code = "ERROR"
|
|
|
|
|
else
|
|
|
|
|
if (href_list["type"] == "R")
|
|
|
|
|
yes_code = 0
|
|
|
|
|
code = null
|
|
|
|
|
else
|
|
|
|
|
lastentered = text("[]", href_list["type"])
|
|
|
|
|
if (text2num(lastentered) == null)
|
|
|
|
|
var/turf/LOC = get_turf(usr)
|
|
|
|
|
message_admins("[key_name_admin(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: <a href='?_src_=vars;Vars=\ref[src]'>[lastentered]</a>! ([LOC ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[LOC.x];Y=[LOC.y];Z=[LOC.z]'>JMP</a>" : "null"])", 0)
|
|
|
|
|
log_admin("EXPLOIT: [key_name(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: [lastentered]!")
|
|
|
|
|
else
|
|
|
|
|
src.code += text("[]", href_list["type"])
|
|
|
|
|
if (length(src.code) > 5)
|
|
|
|
|
src.code = "ERROR"
|
|
|
|
|
if (src.yes_code)
|
|
|
|
|
if (href_list["time"])
|
|
|
|
|
var/time = text2num(href_list["time"])
|
|
|
|
|
src.timeleft += time
|
|
|
|
|
src.timeleft = min(max(round(src.timeleft), 60), 600)
|
|
|
|
|
if (href_list["timer"])
|
|
|
|
|
if (src.timing == -1.0)
|
|
|
|
|
return
|
|
|
|
|
if (src.safety)
|
|
|
|
|
usr << "<span class='warning'>The safety is still on.</span>"
|
|
|
|
|
return
|
|
|
|
|
src.timing = !( src.timing )
|
|
|
|
|
if (src.timing)
|
|
|
|
|
if(!src.lighthack)
|
|
|
|
|
src.icon_state = "nuclearbomb2"
|
|
|
|
|
if(!src.safety)
|
|
|
|
|
bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N
|
|
|
|
|
else
|
|
|
|
|
bomb_set = 0
|
|
|
|
|
else
|
|
|
|
|
bomb_set = 0
|
|
|
|
|
if(!src.lighthack)
|
|
|
|
|
src.icon_state = "nuclearbomb1"
|
|
|
|
|
if (href_list["safety"])
|
|
|
|
|
src.safety = !( src.safety )
|
|
|
|
|
if(safety)
|
|
|
|
|
src.timing = 0
|
|
|
|
|
bomb_set = 0
|
|
|
|
|
if (href_list["anchor"])
|
|
|
|
|
code += lastentered
|
|
|
|
|
if (length(code) > 5)
|
|
|
|
|
code = "ERROR"
|
|
|
|
|
if (yes_code)
|
|
|
|
|
if (href_list["time"])
|
|
|
|
|
var/time = text2num(href_list["time"])
|
|
|
|
|
timeleft += time
|
|
|
|
|
timeleft = Clamp(timeleft, 120, 600)
|
|
|
|
|
if (href_list["timer"])
|
|
|
|
|
if (timing == -1)
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
if (!anchored)
|
|
|
|
|
usr << "<span class='warning'>\The [src] needs to be anchored.</span>"
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
if (safety)
|
|
|
|
|
usr << "<span class='warning'>The safety is still on.</span>"
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
if (wires.IsIndexCut(NUCLEARBOMB_WIRE_TIMING))
|
|
|
|
|
usr << "<span class='warning'>Nothing happens, something might be wrong with the wiring.</span>"
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
if(removal_stage == 5)
|
|
|
|
|
src.anchored = 0
|
|
|
|
|
visible_message("<span class='warning'>\The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.</span>")
|
|
|
|
|
return
|
|
|
|
|
if (!timing && !safety)
|
|
|
|
|
timing = 1
|
|
|
|
|
log_and_message_admins_with_location("engaged a nuclear bomb", x, y, ,z)
|
|
|
|
|
bomb_set++ //There can still be issues with this resetting when there are multiple bombs. Not a big deal though for Nuke/N
|
|
|
|
|
update_icon()
|
|
|
|
|
else
|
|
|
|
|
secure_device()
|
|
|
|
|
if (href_list["safety"])
|
|
|
|
|
if (wires.IsIndexCut(NUCLEARBOMB_WIRE_SAFETY))
|
|
|
|
|
usr << "<span class='warning'>Nothing happens, something might be wrong with the wiring.</span>"
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
safety = !safety
|
|
|
|
|
if(safety)
|
|
|
|
|
secure_device()
|
|
|
|
|
if (href_list["anchor"])
|
|
|
|
|
if(removal_stage == 5)
|
|
|
|
|
anchored = 0
|
|
|
|
|
visible_message("<span class='warning'>\The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.</span>")
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
src.anchored = !( src.anchored )
|
|
|
|
|
if(src.anchored)
|
|
|
|
|
if(!isinspace())
|
|
|
|
|
anchored = !anchored
|
|
|
|
|
if(anchored)
|
|
|
|
|
visible_message("<span class='warning'>With a steely snap, bolts slide out of [src] and anchor it to the flooring.</span>")
|
|
|
|
|
else
|
|
|
|
|
secure_device()
|
|
|
|
|
visible_message("<span class='warning'>The anchoring bolts slide back into the depths of [src].</span>")
|
|
|
|
|
else
|
|
|
|
|
usr << "<span class='warning'>There is nothing to anchor to!</span>"
|
|
|
|
|
|
|
|
|
|
src.add_fingerprint(usr)
|
|
|
|
|
for(var/mob/M in viewers(1, src))
|
|
|
|
|
if ((M.client && M.machine == src))
|
|
|
|
|
src.attack_hand(M)
|
|
|
|
|
else
|
|
|
|
|
usr << browse(null, "window=nuclearbomb")
|
|
|
|
|
nanomanager.update_uis(src)
|
|
|
|
|
|
|
|
|
|
/obj/machinery/nuclearbomb/proc/secure_device()
|
|
|
|
|
if(timing <= 0)
|
|
|
|
|
return
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
bomb_set--
|
|
|
|
|
timing = 0
|
|
|
|
|
timeleft = Clamp(timeleft, 120, 600)
|
|
|
|
|
update_icon()
|
|
|
|
|
|
|
|
|
|
/obj/machinery/nuclearbomb/ex_act(severity)
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define NUKERANGE 80
|
|
|
|
|
/obj/machinery/nuclearbomb/proc/explode()
|
|
|
|
|
if (src.safety)
|
|
|
|
|
src.timing = 0
|
|
|
|
|
timing = 0
|
|
|
|
|
return
|
|
|
|
|
src.timing = -1.0
|
|
|
|
|
src.timing = -1
|
|
|
|
|
src.yes_code = 0
|
|
|
|
|
src.safety = 1
|
|
|
|
|
if(!src.lighthack)
|
|
|
|
|
src.icon_state = "nuclearbomb3"
|
|
|
|
|
update_icon()
|
|
|
|
|
playsound(src,'sound/machines/Alarm.ogg',100,0,5)
|
|
|
|
|
if (ticker && ticker.mode)
|
|
|
|
|
ticker.mode.explosion_in_progress = 1
|
|
|
|
@@ -329,24 +360,49 @@ var/bomb_set
|
|
|
|
|
ticker.station_explosion_cinematic(off_station,null)
|
|
|
|
|
if(ticker.mode)
|
|
|
|
|
ticker.mode.explosion_in_progress = 0
|
|
|
|
|
world << "<B>The station was destoyed by the nuclear blast!</B>"
|
|
|
|
|
if(off_station == 1)
|
|
|
|
|
world << "<b>A nuclear device was set off, but the explosion was out of reach of the station!</b>"
|
|
|
|
|
else if(off_station == 2)
|
|
|
|
|
world << "<b>A nuclear device was set off, but the device was not on the station!</b>"
|
|
|
|
|
else
|
|
|
|
|
world << "<b>The station was destoyed by the nuclear blast!</b>"
|
|
|
|
|
|
|
|
|
|
ticker.mode.station_was_nuked = (off_station<2) //offstation==1 is a draw. the station becomes irradiated and needs to be evacuated.
|
|
|
|
|
//kinda shit but I couldn't get permission to do what I wanted to do.
|
|
|
|
|
|
|
|
|
|
if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
|
|
|
|
|
world << "<B>Resetting in 30 seconds!</B>"
|
|
|
|
|
|
|
|
|
|
feedback_set_details("end_error","nuke - unhandled ending")
|
|
|
|
|
|
|
|
|
|
if(blackbox)
|
|
|
|
|
blackbox.save_all_data_to_sql()
|
|
|
|
|
sleep(300)
|
|
|
|
|
log_game("Rebooting due to nuclear detonation")
|
|
|
|
|
world.Reboot()
|
|
|
|
|
universe_has_ended = 1
|
|
|
|
|
return
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
/obj/machinery/nuclearbomb/update_icon()
|
|
|
|
|
if(lighthack)
|
|
|
|
|
icon_state = "nuclearbomb0"
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
else if(timing == -1)
|
|
|
|
|
icon_state = "nuclearbomb3"
|
|
|
|
|
else if(timing)
|
|
|
|
|
icon_state = "nuclearbomb2"
|
|
|
|
|
else if(extended)
|
|
|
|
|
icon_state = "nuclearbomb1"
|
|
|
|
|
else
|
|
|
|
|
icon_state = "nuclearbomb0"
|
|
|
|
|
/*
|
|
|
|
|
if(!N.lighthack)
|
|
|
|
|
if (N.icon_state == "nuclearbomb2")
|
|
|
|
|
N.icon_state = "nuclearbomb1"
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
//====The nuclear authentication disc====
|
|
|
|
|
/obj/item/weapon/disk/nuclear
|
|
|
|
|
name = "nuclear authentication disk"
|
|
|
|
|
desc = "Better keep this safe."
|
|
|
|
|
icon = 'icons/obj/items.dmi'
|
|
|
|
|
icon_state = "nucleardisk"
|
|
|
|
|
item_state = "card-id"
|
|
|
|
|
w_class = 1.0
|
|
|
|
|
|
|
|
|
|
/obj/item/weapon/disk/nuclear/New()
|
|
|
|
|
..()
|
|
|
|
|
nuke_disks |= src
|
|
|
|
@@ -360,7 +416,7 @@ var/bomb_set
|
|
|
|
|
log_and_message_admins_with_location("[src], the last authentication disk, has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).", T.x, T.y, T.z)
|
|
|
|
|
else
|
|
|
|
|
log_and_message_admins("[src], the last authentication disk, has been destroyed. Failed to respawn disc!")
|
|
|
|
|
..()
|
|
|
|
|
return ..()
|
|
|
|
|
|
|
|
|
|
/obj/item/weapon/disk/nuclear/touch_map_edge()
|
|
|
|
|
qdel(src)
|
|
|
|
|