mirror of
https://github.com/Aurorastation/Aurora.3.git
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* 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
100 lines
3.3 KiB
Plaintext
100 lines
3.3 KiB
Plaintext
/obj/item/weapon/gun/energy
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon_state = "energy"
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound_text = "laser blast"
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 200 //How much energy is needed to fire.
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var/max_shots = 10 //Determines the capacity of the weapon's power cell. Specifying a cell_type overrides this value.
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var/cell_type = null
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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var/recharge_time = 4
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var/charge_tick = 0
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/obj/item/weapon/gun/energy/switch_firemodes()
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. = ..()
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if(.)
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update_icon()
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/obj/item/weapon/gun/energy/emp_act(severity)
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..()
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update_icon()
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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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update_icon()
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/obj/item/weapon/gun/energy/Destroy()
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QDEL_NULL(power_supply)
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return ..()
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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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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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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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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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return R.cell
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if(istype(src.loc, /obj/item/rig_module))
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var/obj/item/rig_module/module = src.loc
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if(module.holder && module.holder.wearer)
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var/mob/living/carbon/human/H = module.holder.wearer
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if(istype(H) && H.back)
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var/obj/item/weapon/rig/suit = H.back
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if(istype(suit))
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return suit.cell
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return null
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/obj/item/weapon/gun/energy/examine(mob/user)
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..(user)
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var/shots_remaining = round(power_supply.charge / charge_cost)
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user << "Has [shots_remaining] shot\s remaining."
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return
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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icon_state = "[initial(icon_state)][ratio]"
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update_held_icon()
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