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removes shocker circuit (#7059)
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@@ -186,36 +186,6 @@
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origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3, TECH_COMBAT = 10)
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spawn_flags = null // Used for world initializing, see the #defines above.
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/obj/item/integrated_circuit/manipulation/shocker
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name = "shocker circuit"
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desc = "Used to shock adjacent creatures with electricity."
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icon_state = "shocker"
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extended_desc = "The circuit accepts a reference to creature to shock. It can shock a target on adjacent tiles. \
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Severity determines hardness of shock and its power consumption. It accepts values between 0 and 60."
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w_class = ITEMSIZE_TINY
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complexity = 10
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inputs = list("target" = IC_PINTYPE_REF,"severity" = IC_PINTYPE_NUMBER)
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outputs = list()
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activators = list("shock" = IC_PINTYPE_PULSE_IN)
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spawn_flags = IC_SPAWN_RESEARCH
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power_draw_per_use = 0
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/obj/item/integrated_circuit/manipulation/shocker/on_data_written()
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var/s = get_pin_data(IC_INPUT, 2)
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power_draw_per_use = Clamp(s,0,60)*4
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/obj/item/integrated_circuit/manipulation/shocker/do_work()
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..()
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var/turf/T = get_turf(src)
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var/mob/living/M = get_pin_data_as_type(IC_INPUT, 1, /mob/living)
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if(!istype(M)) //Invalid input
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return
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if(!T.Adjacent(M))
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return //Can't reach
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to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
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spark(get_turf(M), 3, 1)
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M.stun_effect_act(0, Clamp(get_pin_data(IC_INPUT, 2),0,60), null)
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/obj/item/integrated_circuit/manipulation/grabber
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name = "grabber"
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desc = "A circuit with its own inventory for small/medium items, used to grab and store things."
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