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Buffs the SC/FISHER Saboteur Handgun. (#81553)
## About The Pull Request The saboteur gun will now silence pAIs, toggle off radio broadcasting (won't auto-relay nearby speech), disable turrets, chill out secbots a little, and turn off APCs like power outages do. The disrupt duration has also been buffed from 10/20 to 15/25 for ranged and point-blank respectively. Removed a conspicious chat message from an otherwise inconspicious gun. Brought the code up to date. ## Why It's Good For The Game The concept is cool, alas it's also undermined by how much of a joke it's right now, and the game has plenty already. The amount of interactions it has with things is underwhelming, so you could barely consider it a stealth tool. The duration is also quite scarce, I pointed that out in the original PR too. Basically, I want to make the item cooler. ## Changelog 🆑 balance: Buffed the duration of the SC/FISHER Saboteur Handgun's disruption effects. It's also stealthier and it won't conspiciously alert living mobs hit by it. add: Added saboteur interactions with radios, pAIs, turrets, secbots and APCs. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
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@@ -377,6 +377,12 @@
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/// Maximum range we can set.
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var/max_range = 5
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/obj/item/mod/module/flashlight/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_HIT_BY_SABOTEUR, PROC_REF(on_saboteur))
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/obj/item/mod/module/flashlight/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_HIT_BY_SABOTEUR)
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/obj/item/mod/module/flashlight/on_activation()
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. = ..()
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if(!.)
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@@ -392,6 +398,12 @@
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set_light_flags(light_flags & ~LIGHT_ATTACHED)
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set_light_on(active)
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/obj/item/mod/module/flashlight/proc/on_saboteur(datum/source, disrupt_duration)
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SIGNAL_HANDLER
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if(active)
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on_deactivation()
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return COMSIG_SABOTEUR_SUCCESS
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/obj/item/mod/module/flashlight/on_process(seconds_per_tick)
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active_power_cost = base_power * light_range
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return ..()
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