mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 16:38:22 +01:00
Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
This commit is contained in:
@@ -14,8 +14,8 @@
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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var/spent_icon = "s-casing-spent"
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/obj/item/ammo_casing/New()
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..()
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/obj/item/ammo_casing/Initialize()
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. = ..()
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if(ispath(projectile_type))
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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@@ -12,10 +12,8 @@
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transform = M
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/obj/effect/projectile/proc/activate(var/kill_delay = 3)
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spawn(kill_delay)
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qdel(src) //see effect_system.dm - sets loc to null and lets GC handle removing these effects
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QDEL_IN(src, kill_delay) //see effect_system.dm - sets loc to null and lets GC handle removing these effects
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return
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//----------------------------
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// Laser beam
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@@ -190,4 +188,4 @@
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icon_state = "muzzle_hcult"
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/obj/effect/projectile/cult/heavy/impact
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icon_state = "impact_hcult"
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icon_state = "impact_hcult"
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@@ -199,9 +199,6 @@
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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if(muzzle_flash)
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set_light(0)
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//obtains the next projectile to fire
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/obj/item/weapon/gun/proc/consume_next_projectile()
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return null
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@@ -245,6 +242,7 @@
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if(muzzle_flash)
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set_light(muzzle_flash)
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addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2)
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if(recoil)
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spawn()
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@@ -510,10 +508,18 @@
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name = "offhand"
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unwield()
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qdel(src)
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if (ismob(loc))
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var/mob/the_mob = loc
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the_mob.drop_from_inventory(src)
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else
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qdel(src)
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wield()
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qdel(src)
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if (ismob(loc))
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var/mob/the_mob = loc
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the_mob.drop_from_inventory(src)
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else
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qdel(src)
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dropped(mob/living/user as mob)
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if(user)
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@@ -522,7 +528,8 @@
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user << "<span class='notice'>You are no-longer stabilizing the [name] with both hands.</span>"
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O.unwield()
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unwield()
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if(src)
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if (!QDELETED(src))
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qdel(src)
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mob_can_equip(M as mob, slot)
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@@ -17,12 +17,10 @@
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/obj/item/weapon/gun/launcher/spikethrower/New()
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..()
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processing_objects.Add(src)
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last_regen = world.time
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/obj/item/weapon/gun/launcher/spikethrower/Destroy()
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processing_objects.Remove(src)
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..()
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return ..()
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/obj/item/weapon/gun/launcher/spikethrower/process()
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if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
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@@ -30,6 +28,12 @@
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last_regen = world.time
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update_icon()
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/obj/item/weapon/gun/launcher/spikethrower/proc/regen_spike()
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spikes++
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update_icon()
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if (spikes < max_spikes)
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addtimer(CALLBACK(src, .proc/regen_spike), spike_gen_time, TIMER_UNIQUE)
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/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
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..(user)
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user << "It has [spikes] spike\s remaining."
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@@ -51,6 +55,7 @@
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/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
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if(spikes < 1) return null
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spikes--
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addtimer(CALLBACK(src, .proc/regen_spike), spike_gen_time, TIMER_UNIQUE)
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return new /obj/item/weapon/spike(src)
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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@@ -28,43 +28,38 @@
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..()
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update_icon()
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/obj/item/weapon/gun/energy/New()
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..()
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/obj/item/weapon/gun/energy/Initialize()
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. = ..()
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if(cell_type)
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power_supply = new cell_type(src)
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else
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power_supply = new /obj/item/weapon/cell/device/variable(src, max_shots*charge_cost)
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if(self_recharge)
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processing_objects.Add(src)
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update_icon()
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/obj/item/weapon/gun/energy/Destroy()
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if(self_recharge)
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processing_objects.Remove(src)
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..()
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QDEL_NULL(power_supply)
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return ..()
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/obj/item/weapon/gun/energy/process()
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if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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/obj/item/weapon/gun/energy/proc/try_recharge()
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. = 1
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if (!power_supply || power_supply.charge >= power_supply.maxcharge || !self_recharge)
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return 0 // check if we actually need to recharge
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if (use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(charge_cost)) //Take power from the borg...
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return 0
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if(!power_supply || power_supply.charge >= power_supply.maxcharge)
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return 0 // check if we actually need to recharge
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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if(use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(charge_cost)) //Take power from the borg...
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return 0
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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addtimer(CALLBACK(src, .proc/try_recharge), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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/obj/item/weapon/gun/energy/consume_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.checked_use(charge_cost)) return null
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if (self_recharge) addtimer(CALLBACK(src, .proc/try_recharge), recharge_time * 2 SECONDS, TIMER_UNIQUE)
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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@@ -102,10 +102,10 @@
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if(istype(target_turf, /turf/simulated/mineral))
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var/turf/simulated/mineral/M = target_turf
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M.GetDrilled(1)
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var/obj/effect/overlay/temp/kinetic_blast/K = getFromPool(/obj/effect/overlay/temp/kinetic_blast, target_turf)
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var/obj/effect/overlay/temp/kinetic_blast/K = new /obj/effect/overlay/temp/kinetic_blast(target_turf)
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K.color = color
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for(var/type in hit_overlays)
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getFromPool(type, target_turf)
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new type(target_turf)
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if(turf_aoe)
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for(var/T in orange(1, target_turf))
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if(istype(T, /turf/simulated/mineral))
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@@ -340,4 +340,4 @@
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if(H.has_organ(ultimate_def_zone))
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var/obj/item/organ/external/E = H.get_organ(ultimate_def_zone)
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if(E.damage > 15 && prob((3*E.damage)))
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E.droplimb(0,DROPLIMB_EDGE)
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E.droplimb(0,DROPLIMB_EDGE)
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@@ -41,16 +41,6 @@
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var/lightfail = 0
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//override for failcheck behaviour
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/obj/item/weapon/gun/energy/gun/nuclear/process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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if((power_supply.charge / power_supply.maxcharge) != 1)
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power_supply.give(charge_cost)
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
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lightfail = 0
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@@ -70,42 +60,43 @@
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M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
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M.apply_effect(300, IRRADIATE)
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crit_fail = 1 //break the gun so it stops recharging
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processing_objects.Remove(src)
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self_recharge = FALSE
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update_icon()
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return 0
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/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
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if (crit_fail)
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overlays += "nucgun-whee"
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add_overlay("nucgun-whee")
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return
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var/ratio = power_supply.charge / power_supply.maxcharge
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ratio = round(ratio, 0.25) * 100
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overlays += "nucgun-[ratio]"
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add_overlay("nucgun-[ratio]")
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/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
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if(crit_fail)
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overlays += "nucgun-crit"
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add_overlay("nucgun-crit")
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return
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if(lightfail)
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overlays += "nucgun-medium"
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add_overlay("nucgun-medium")
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else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
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overlays += "nucgun-light"
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add_overlay("nucgun-light")
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else
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overlays += "nucgun-clean"
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add_overlay("nucgun-clean")
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/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
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var/datum/firemode/current_mode = firemodes[sel_mode]
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switch(current_mode.name)
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if("stun") overlays += "nucgun-stun"
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if("lethal") overlays += "nucgun-kill"
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if("stun")
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add_overlay("nucgun-stun")
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if("lethal")
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add_overlay("nucgun-kill")
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/*
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/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
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..()
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reliability -= round(15/severity)
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*/
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/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
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overlays.Cut()
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cut_overlays()
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update_charge()
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update_reactor()
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update_mode()
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@@ -121,7 +112,7 @@
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fire_delay = 4
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projectile_type = /obj/item/projectile/beam/stun
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origin_tech = "combat=3;magnets=2"
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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modifystate = "epistolstun"
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firemodes = list(
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