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https://github.com/Aurorastation/Aurora.3.git
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Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
This commit is contained in:
co-authored by
Matt Atlas
SleepyGemmy
parent
1d2871729f
commit
d5931c5ffe
@@ -5,8 +5,7 @@
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icon_state = "ammo_loader"
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density = TRUE
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anchored = TRUE
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var/damage = 0
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var/max_damage = 1000
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maxhealth = 1000
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var/obj/machinery/ship_weapon/weapon
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var/weapon_id //Used to connect weapon systems to the relevant ammunition loader.
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@@ -41,14 +40,6 @@
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if(3)
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add_damage(10)
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/obj/machinery/ammunition_loader/proc/add_damage(var/amount)
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damage = max(0, min(damage + amount, max_damage))
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update_damage()
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/obj/machinery/ammunition_loader/proc/update_damage()
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if(damage >= max_damage)
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qdel(src)
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/obj/machinery/ammunition_loader/attackby(obj/item/attacking_item, mob/user)
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if(isliving(user))
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var/mob/living/carbon/human/H = user
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@@ -6,8 +6,7 @@
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active_power_usage = 50000
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anchored = TRUE
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density = TRUE
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var/damage = 0
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var/max_damage = 1000
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health = 1000
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var/heavy_firing_sound = 'sound/weapons/gunshot/ship_weapons/120mm_mortar.ogg' //The sound in the immediate firing area. Very loud.
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var/light_firing_sound = 'sound/effects/explosionfar.ogg' //The sound played when you're a few walls away. Kind of loud.
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var/projectile_type = /obj/projectile/ship_ammo
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@@ -30,25 +29,28 @@
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var/list/obj/structure/ship_weapon_dummy/connected_dummies = list()
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var/obj/structure/ship_weapon_dummy/barrel
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/obj/machinery/ship_weapon/condition_hints(mob/user, distance, is_adjacent)
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. += ..()
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var/ratio = (damage / max_damage) * 100
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/obj/machinery/ship_weapon/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/armor, list(MELEE = ARMOR_MELEE_MAJOR, BULLET = ARMOR_BALLISTIC_RIFLE, LASER = ARMOR_LASER_MAJOR))
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/obj/machinery/ship_weapon/get_damage_condition_hints(mob/user, distance, is_adjacent)
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var/ratio = (health / maxhealth) * 100
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switch(ratio)
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if(1 to 10)
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. += SPAN_NOTICE("It looks to be in tip top shape apart from a few minor scratches and dings.")
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. = SPAN_NOTICE("It looks to be in tip top shape apart from a few minor scratches and dings.")
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if(10 to 20)
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. += SPAN_ALERT("It has some kinks and bends here and there.")
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. = SPAN_ALERT("It has some kinks and bends here and there.")
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if(20 to 40)
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. += SPAN_ALERT("It has a few holes through which you can see some machinery.")
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. = SPAN_ALERT("It has a few holes through which you can see some machinery.")
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if(40 to 60)
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. += SPAN_WARNING("Some fairly important parts are missing... but it should work anyway.")
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. = SPAN_WARNING("Some fairly important parts are missing... but it should work anyway.")
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if(60 to 80)
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. += SPAN_WARNING("It needs repairs direly. Both aiming and firing components are missing or broken. It has a lot of holes, too. It definitely wouldn't \
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. = SPAN_WARNING("It needs repairs direly. Both aiming and firing components are missing or broken. It has a lot of holes, too. It definitely wouldn't \
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pass inspection.")
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if(90 to 100)
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. += SPAN_DANGER("It's falling apart! Just touching it might make the whole thing collapse!")
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. = SPAN_DANGER("It's falling apart! Just touching it might make the whole thing collapse!")
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else //At roundstart, weapons start with 0 damage, so it'd be 0 / 1000 * 100 -> 0
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. += SPAN_NOTICE("It looks to be in tip top shape and not damaged at all.")
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. = SPAN_NOTICE("It looks to be in tip top shape and not damaged at all.")
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/obj/machinery/ship_weapon/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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@@ -58,9 +60,7 @@
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/obj/machinery/ship_weapon/assembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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var/ratio = (damage / max_damage) * 100
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if(ratio > 0)
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. += "The damage can be repaired with a <b>welder</b>, but given the size of \the [src] it will take a lot of time and welding fuel."
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. += "If damaged, it can be repaired with a <b>welder</b>, but given the size of \the [src] it will take a lot of time and welding fuel."
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/obj/machinery/ship_weapon/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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@@ -105,13 +105,10 @@
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if(3)
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add_damage(10)
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/obj/machinery/ship_weapon/proc/add_damage(var/amount)
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damage = max(0, min(damage + amount, max_damage))
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update_damage()
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/obj/machinery/ship_weapon/proc/update_damage()
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if(damage >= max_damage)
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qdel(src)
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/obj/machinery/ship_weapon/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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visible_message(FONT_LARGE(SPAN_DANGER("\The [src] explodes in a shower of sparks and fire!")))
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explosion(get_turf(src), 5, 7, 9)
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. = ..()
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/obj/machinery/ship_weapon/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/multitool))
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@@ -127,13 +124,13 @@
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weapon_id = new_id
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to_chat(user, SPAN_NOTICE("With some finicking, you change the identification tag to <b>[new_id]</b>."))
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return TRUE
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if(istype(attacking_item, /obj/item/weldingtool) && damage)
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if(istype(attacking_item, /obj/item/weldingtool) && (health < maxhealth))
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var/obj/item/weldingtool/WT = attacking_item
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if(WT.get_fuel() >= 20)
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user.visible_message(SPAN_NOTICE("[user] starts slowly welding kinks and holes in \the [src] back to working shape..."),
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SPAN_NOTICE("You start welding kinks and holes back to working shape. This'll take a long while..."))
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if(do_after(user, 15 SECONDS))
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add_damage(-max_damage)
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set_health(maxhealth)
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user.visible_message(SPAN_NOTICE("[user] finally finishes patching up \the [src]'s exterior! It's not a pretty job, but it'll do."),
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SPAN_NOTICE("You finally finish patching up \the [src]'s exterior! It's not a pretty job, but it'll do."))
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WT.use(20)
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/machinery/ship_guns/leviathan.dmi'
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icon_state = "weapon_off"
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special_firing_mechanism = TRUE
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max_damage = 10000
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maxhealth = 10000
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projectile_type = /obj/projectile/ship_ammo/leviathan
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use_ammunition = FALSE
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@@ -130,8 +130,8 @@
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if(sensors)
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data["on"] = sensors.use_power
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data["range"] = sensors.range
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data["health"] = sensors.health
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data["max_health"] = sensors.max_health
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data["integrity"] = sensors.health
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data["max_health"] = sensors.maxhealth
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data["deep_scan_name"] = sensors.deep_scan_sensor_name
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data["deep_scan_range"] = sensors.deep_scan_range
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data["deep_scan_toggled"] = sensors.deep_scan_toggled
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@@ -401,8 +401,7 @@
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icon = 'icons/obj/machinery/sensors.dmi'
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icon_state = "sensors"
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anchored = 1
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var/max_health = 200
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var/health = 200
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maxhealth = OBJECT_HEALTH_HIGH
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var/critical_heat = 50 // sparks and takes damage when active & above this heat
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var/heat_reduction = 1.7 // mitigates this much heat per tick - can sustain range 4
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var/heat = 0
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@@ -438,7 +437,7 @@
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return TRUE
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if(default_part_replacement(user, attacking_item))
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return TRUE
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var/damage = max_health - health
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var/damage = maxhealth - health
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if(damage && attacking_item.tool_behaviour == TOOL_WELDER)
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var/obj/item/weldingtool/WT = attacking_item
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@@ -496,17 +495,6 @@
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if(heat_percentage > 85)
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AddOverlays("sensors-effect-hot")
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/obj/machinery/shipsensors/condition_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(health <= 0)
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. += "\The [src] is wrecked."
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else if(health < max_health * 0.25)
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. += SPAN_DANGER("\The [src] looks like it's about to break!")
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else if(health < max_health * 0.5)
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. += SPAN_ALERT("\The [src] looks seriously damaged!")
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else if(health < max_health * 0.75)
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. += "\The [src] shows signs of damage!"
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/obj/machinery/shipsensors/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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@@ -575,7 +563,7 @@
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toggle()
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/obj/machinery/shipsensors/proc/take_damage(value)
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health = min(max(health - value, 0),max_health)
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health = min(max(health - value, 0), maxhealth)
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if(use_power && health == 0)
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toggle()
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