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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 06:29:23 +01:00
to the base (#52917)
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@@ -112,6 +112,9 @@
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/// A luminescence-shifted value of the last color calculated for chatmessage overlays
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var/chat_color_darkened
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///Used for changing icon states for different base sprites.
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var/base_icon_state
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///Icon-smoothing behavior.
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var/smoothing_flags = NONE
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///Smoothing variable
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@@ -29,8 +29,7 @@
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max_integrity = 160 //the turret's health
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integrity_failure = 0.5
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armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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/// Base turret icon state
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var/base_icon_state = "standard"
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base_icon_state = "standard"
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/// Scan range of the turret for locating targets
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var/scan_range = 7
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/// For turrets inside other objects
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@@ -77,7 +77,7 @@
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myseed.genes += G
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set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
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setDir(CalcDir())
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var/base_icon_state = initial(icon_state)
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base_icon_state = initial(icon_state)
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if(!floor)
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switch(dir) //offset to make it be on the wall rather than on the floor
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if(NORTH)
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@@ -297,6 +297,7 @@
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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resistance_flags = INDESTRUCTIBLE
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base_icon_state = "defibpaddles"
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var/revivecost = 1000
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var/cooldown = FALSE
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@@ -304,7 +305,6 @@
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var/obj/item/defibrillator/defib
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var/req_defib = TRUE
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var/combat = FALSE //If it penetrates armor and gives additional functionality
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var/base_icon_state = "defibpaddles"
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var/wielded = FALSE // track wielded status on item
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/obj/item/shockpaddles/ComponentInitialize()
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@@ -199,7 +199,7 @@
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force = 3
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throwforce = 3
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throw_speed = 3
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var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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var/on_force = 10
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var/on_throwforce = 8
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var/on_throw_speed = 2
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@@ -10,13 +10,17 @@
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desc = "A canister for the storage of gas."
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icon_state = "yellow"
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density = TRUE
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base_icon_state = "yellow" //Used to make dealing with breaking the canister less hellish.
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volume = 1000
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
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max_integrity = 250
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integrity_failure = 0.4
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pressure_resistance = 7 * ONE_ATMOSPHERE
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req_access = list()
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///The base iconstate, used to make dealing with breaking the canister less hellish
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var/base_icon_state = "yellow"
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var/valve_open = FALSE
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var/release_log = ""
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volume = 1000
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var/filled = 0.5
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var/gas_type
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@@ -28,10 +32,6 @@
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///Max amount of pressure allowed inside of the canister before it starts to break (different tiers have different limits)
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var/pressure_limit = 50000
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
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max_integrity = 250
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integrity_failure = 0.4
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pressure_resistance = 7 * ONE_ATMOSPHERE
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var/temperature_resistance = 1000 + T0C
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var/starter_temp
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// Prototype vars
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@@ -45,7 +45,6 @@
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var/restricted = FALSE
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///Set the tier of the canister and overlay used
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var/mode = CANISTER_TIER_1
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req_access = list()
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var/update = 0
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var/static/list/label2types = list(
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@@ -106,6 +106,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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light_range = 4
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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critical_machine = TRUE
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base_icon_state = "darkmatter"
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///The id of our supermatter
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var/uid = 1
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@@ -115,8 +116,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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var/zap_icon = DEFAULT_ZAP_ICON_STATE
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///The portion of the gasmix we're on that we should remove
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var/gasefficency = 0.15
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///Used for changing icon states for diff base sprites
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var/base_icon_state = "darkmatter"
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///Are we exploding?
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var/final_countdown = FALSE
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@@ -1,10 +1,10 @@
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/obj/effect/proc_holder/spell/aimed
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name = "aimed projectile spell"
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base_icon_state = "projectile"
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var/projectile_type = /obj/projectile/magic/teleport
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var/deactive_msg = "You discharge your projectile..."
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var/active_msg = "You charge your projectile!"
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var/base_icon_state = "projectile"
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var/active_icon_state = "projectile"
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var/list/projectile_var_overrides = list()
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var/projectile_amount = 1 //Projectiles per cast.
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