mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-28 07:38:05 +01:00
Merge pull request #15795 from Menshin/forcefield_cleaning
Cleaning of singularity fields code
This commit is contained in:
@@ -200,7 +200,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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. += "[procname] returned an associative list:"
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for(var/key in returnedlist)
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. += "\n[key] = [returnedlist[key]]"
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else
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. += "[procname] returned a list:"
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for(var/elem in returnedlist)
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@@ -644,8 +644,15 @@ var/global/list/g_fancy_list_of_types = null
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E.active = 1
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for(var/obj/machinery/field/generator/F in machines)
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if(F.anchored)
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F.Varedit_start = 1
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if(F.active == 0)
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F.active = 1
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F.state = 2
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F.power = 250
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F.anchored = 1
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F.warming_up = 3
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F.start_fields()
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F.update_icon()
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spawn(30)
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for(var/obj/machinery/the_singularitygen/G in machines)
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if(G.anchored)
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@@ -15,10 +15,8 @@
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var/obj/machinery/field/generator/FG2 = null
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/obj/machinery/field/containment/Destroy()
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if(FG1 && !FG1.clean_up)
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FG1.cleanup()
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if(FG2 && !FG2.clean_up)
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FG2.cleanup()
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FG1.fields -= src
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FG2.fields -= src
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return ..()
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/obj/machinery/field/containment/attack_hand(mob/user)
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@@ -13,6 +13,15 @@ field_generator power level display
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*/
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#define field_generator_max_power 250
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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#define FG_OFFLINE 0
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#define FG_CHARGING 1
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#define FG_ONLINE 2
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/obj/machinery/field/generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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@@ -22,76 +31,51 @@ field_generator power level display
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density = 1
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use_power = 0
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power_level = 0
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var/active = FG_OFFLINE
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var/power = 20 // Current amount of power
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var/state = 0
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var/state = FG_UNSECURED
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var/warming_up = 0
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var/list/obj/machinery/field/containment/fields
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var/list/obj/machinery/field/generator/connected_gens
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var/clean_up = 0
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/obj/machinery/field/generator/update_icon()
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overlays.Cut()
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = Clamp(level, 0, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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if(power_level)
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overlays += "+p[power_level]"
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/obj/machinery/field/generator/New()
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..()
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fields = list()
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connected_gens = list()
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return
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/obj/machinery/field/generator/process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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if(active == FG_ONLINE)
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calc_power()
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update_icon()
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return
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/obj/machinery/field/generator/attack_hand(mob/user)
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if(state == 2)
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if(state == FG_WELDED)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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user << "<span class='warning'>You are unable to turn off the [src.name] once it is online!</span>"
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if(active >= FG_CHARGING)
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user << "<span class='warning'>You are unable to turn off the [name] once it is online!</span>"
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name].", \
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"<span class='notice'>You turn on the [src.name].</span>", \
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user.visible_message("[user.name] turns on the [name].", \
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"<span class='notice'>You turn on the [name].</span>", \
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"<span class='italics'>You hear heavy droning.</span>")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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add_fingerprint(user)
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else
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user << "<span class='warning'>The [src] needs to be firmly secured to the floor first!</span>"
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return
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/obj/machinery/field/generator/attackby(obj/item/W, mob/user, params)
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@@ -100,54 +84,52 @@ field_generator power level display
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return
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else if(istype(W, /obj/item/weapon/wrench))
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switch(state)
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if(0)
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if(FG_UNSECURED)
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if(isinspace()) return
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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state = FG_SECURED
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [name] to the floor.", \
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"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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anchored = 1
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if(FG_SECURED)
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state = FG_UNSECURED
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playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [name] reinforcing bolts from the floor.", \
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"<span class='notice'>You undo the external reinforcing bolts.</span>", \
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"<span class='italics'>You hear ratchet.</span>")
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src.anchored = 0
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if(2)
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user << "<span class='warning'>The [src.name] needs to be unwelded from the floor!</span>"
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return
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anchored = 0
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if(FG_WELDED)
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user << "<span class='warning'>The [name] needs to be unwelded from the floor!</span>"
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
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user << "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>"
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return
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if(1)
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if(FG_UNSECURED)
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user << "<span class='warning'>The [name] needs to be wrenched to the floor!</span>"
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if(FG_SECURED)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [name] to the floor.", \
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"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if (do_after(user,20/W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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state = 2
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state = FG_WELDED
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user << "<span class='notice'>You weld the field generator to the floor.</span>"
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else
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return
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if(2)
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if(FG_WELDED)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
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"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if (do_after(user,20/W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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state = 1
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state = FG_SECURED
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user << "<span class='notice'>You cut \the [src] free from the floor.</span>"
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else
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return
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else
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..()
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@@ -164,28 +146,33 @@ field_generator power level display
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/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power += Proj.damage
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update_icon()
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power = min(power + Proj.damage, field_generator_max_power)
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check_power_level()
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return 0
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/obj/machinery/field/generator/Destroy()
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src.cleanup()
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cleanup()
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return ..()
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/obj/machinery/field/generator/proc/check_power_level()
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var/new_level = round(num_power_levels * power / field_generator_max_power)
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if(new_level != power_level)
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power_level = new_level
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update_icon()
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/obj/machinery/field/generator/proc/turn_off()
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active = 0
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active = FG_OFFLINE
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spawn(1)
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src.cleanup()
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cleanup()
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while (warming_up>0 && !active)
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sleep(50)
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warming_up--
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update_icon()
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/obj/machinery/field/generator/proc/turn_on()
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active = 1
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active = FG_CHARGING
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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@@ -196,44 +183,35 @@ field_generator power level display
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/obj/machinery/field/generator/proc/calc_power()
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if(Varpower)
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return 1
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var/power_draw = 2 + fields.len
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update_icon()
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if(src.power > field_generator_max_power)
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src.power = field_generator_max_power
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var/power_draw = 2
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for (var/obj/machinery/field/containment/F in fields)
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if (isnull(F))
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continue
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power_draw++
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if(draw_power(round(power_draw/2,1)))
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check_power_level()
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return 1
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else
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visible_message("<span class='danger'>The [src.name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
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visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='italics'>You hear something shutting down.</span>")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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power = 0
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check_power_level()
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return 0
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//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
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/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = 0, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
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if(Varpower)
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return 1
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if((G && G == src) || (failsafe >= 8))//Loopin, set fail
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if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
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return 0
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else
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failsafe++
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if(src.power >= draw)//We have enough power
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src.power -= draw
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if(power >= draw)//We have enough power
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power -= draw
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return 1
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else//Need more power
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draw -= src.power
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src.power = 0
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for(var/obj/machinery/field/generator/FG in connected_gens)
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if(isnull(FG))
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continue
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draw -= power
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power = 0
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for(var/CG in connected_gens)
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var/obj/machinery/field/generator/FG = CG
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if(FG == last)//We just asked you
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continue
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if(G)//Another gen is askin for power and we dont have it
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@@ -249,7 +227,7 @@ field_generator power level display
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/obj/machinery/field/generator/proc/start_fields()
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if(!src.state == 2 || !anchored)
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if(state != FG_WELDED || !anchored)
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turn_off()
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return
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spawn(1)
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@@ -260,82 +238,72 @@ field_generator power level display
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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active = FG_ONLINE
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/obj/machinery/field/generator/proc/setup_field(NSEW)
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var/turf/T = src.loc
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var/obj/machinery/field/generator/G
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var/turf/T = loc
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if(!istype(T))
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return 0
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var/obj/machinery/field/generator/G = null
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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return 0
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for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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for(var/atom/A in T.contents)
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if(ismob(A))
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continue
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if(!istype(A,/obj/machinery/field/generator))
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if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
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return 0
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steps += 1
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G = locate(/obj/machinery/field/generator) in T
|
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if(!isnull(G))
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if(G)
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steps -= 1
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if(!G.active)
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return 0
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break
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if(isnull(G))
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return
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T = src.loc
|
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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for(var/TC in T.contents)
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var/atom/A = TC
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if(ismob(A))
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continue
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if(A.density)
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return 0
|
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steps++
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|
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if(!G)
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return 0
|
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T = loc
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for(var/dist in 0 to steps) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/field/containment) in T)
|
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var/obj/machinery/field/containment/CF = new/obj/machinery/field/containment()
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CF.set_master(src,G)
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fields += CF
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G.fields += CF
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CF.loc = T
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CF.dir = field_dir
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for(var/mob/living/L in CF.loc)
|
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fields += CF
|
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G.fields += CF
|
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for(var/mob/living/L in T)
|
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CF.Crossed(L)
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var/listcheck = 0
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for(var/obj/machinery/field/generator/FG in connected_gens)
|
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if (isnull(FG))
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continue
|
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if(FG == G)
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listcheck = 1
|
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break
|
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if(!listcheck)
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connected_gens.Add(G)
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listcheck = 0
|
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for(var/obj/machinery/field/generator/FG2 in G.connected_gens)
|
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if (isnull(FG2))
|
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continue
|
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if(FG2 == src)
|
||||
listcheck = 1
|
||||
break
|
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if(!listcheck)
|
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G.connected_gens.Add(src)
|
||||
|
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connected_gens |= G
|
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G.connected_gens |= src
|
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update_icon()
|
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|
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|
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/obj/machinery/field/generator/proc/cleanup()
|
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clean_up = 1
|
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for (var/obj/machinery/field/containment/F in fields)
|
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if (isnull(F))
|
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continue
|
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for (var/F in fields)
|
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qdel(F)
|
||||
fields = list()
|
||||
for(var/obj/machinery/field/generator/FG in connected_gens)
|
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if (isnull(FG))
|
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continue
|
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FG.connected_gens.Remove(src)
|
||||
|
||||
for(var/CG in connected_gens)
|
||||
var/obj/machinery/field/generator/FG = CG
|
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FG.connected_gens -= src
|
||||
if(!FG.clean_up)//Makes the other gens clean up as well
|
||||
FG.cleanup()
|
||||
connected_gens.Remove(FG)
|
||||
connected_gens = list()
|
||||
connected_gens -= FG
|
||||
clean_up = 0
|
||||
update_icon()
|
||||
|
||||
@@ -359,3 +327,11 @@ field_generator power level display
|
||||
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
|
||||
if(fields.len)
|
||||
..()
|
||||
|
||||
#undef FG_UNSECURED
|
||||
#undef FG_SECURED
|
||||
#undef FG_WELDED
|
||||
|
||||
#undef FG_OFFLINE
|
||||
#undef FG_CHARGING
|
||||
#undef FG_ONLINE
|
||||
|
||||
Reference in New Issue
Block a user