mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 14:39:58 +01:00
Assemblies update
This commit is contained in:
@@ -0,0 +1,197 @@
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/obj/item/device/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool"
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throwforce = 0
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w_class = 1
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origin_tech = "magnets=2;combat=1"
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crit_fail = 0 //Is the flash burnt out?
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var/times_used = 0 //Number of times it's been used.
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var/last_used = 0 //last world.time it was used.
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/obj/item/device/assembly/flash/update_icon(var/flash = 0)
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overlays.Cut()
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attached_overlays = list()
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if(crit_fail)
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overlays += "flashburnt"
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attached_overlays += "flashburnt"
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if(flash)
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overlays += "flash-f"
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attached_overlays += "flash-f"
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spawn(5)
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update_icon()
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(user.disabilities & CLUMSY && prob(50))
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flash_carbon(user, user, 15, 0)
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return 0
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return 1
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/obj/item/device/assembly/flash/activate()
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if(!try_use_flash())
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return 0
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var/turf/T = get_turf(src)
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T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
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for(var/mob/living/carbon/M in viewers(3, null))
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flash_carbon(M, null, 2, 0)
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/obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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crit_fail = 1
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update_icon()
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var/turf/T = get_turf(src)
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T.visible_message("The [src.name] burns out!")
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/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
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if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return 0
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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return 1
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/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
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flash_recharge(10)
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if(crit_fail)
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return 0
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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times_used++
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if(user && !clown_check(user))
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return 0
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return 1
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/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 5, targeted = 1)
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add_logs(user, M, "flashed", src)
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if(user && targeted)
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_eyes(1, 1))
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M.confused += power
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terrible_conversion_proc(M, user)
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M.Stun(1)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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user << "<span class='danger'>You blind [M] with the flash!</span>"
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M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
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if(M.weakeyes)
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M.Stun(2)
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M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
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else
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visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
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user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
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M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
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else
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if(M.flash_eyes())
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M.confused += power
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/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return 0
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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return 1
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else if(issilicon(M))
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add_logs(user, M, "flashed", src)
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update_icon(1)
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M.Weaken(rand(5,10))
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user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>", "<span class='danger'>You overload [M]'s sensors with the flash!</span>")
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return 1
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
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/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return 0
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if(!try_use_flash(user))
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return 0
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user.visible_message("<span class='disarm'>[user]'s flash emits a blinding light!</span>", "<span class='danger'>Your flash emits a blinding light!</span>")
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for(var/mob/living/carbon/M in oviewers(3, null))
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flash_carbon(M, user, 1, 0)
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/obj/item/device/assembly/flash/emp_act(severity)
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if(!try_use_flash())
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return 0
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for(var/mob/living/carbon/M in viewers(3, null))
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flash_carbon(M, null, 10, 0)
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burn_out()
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..()
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/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/M, mob/user)
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(ticker.mode.add_revolutionary(M.mind))
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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resisted = 1
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else
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resisted = 1
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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else
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
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/obj/item/device/assembly/flash/cyborg
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origin_tech = null
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/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
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return
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/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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@@ -0,0 +1,105 @@
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/obj/item/device/assembly/health
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name = "health sensor"
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desc = "Used for scanning and monitoring health."
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icon_state = "health"
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materials = list(MAT_METAL=800, MAT_GLASS=200)
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origin_tech = "magnets=1;biotech=1"
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attachable = 1
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secured = 0
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var/scanning = 0
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var/health_scan
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var/alarm_health = 0
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/obj/item/device/assembly/health/activate()
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if(!..()) return 0//Cooldown check
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toggle_scan()
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return 0
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/obj/item/device/assembly/health/toggle_secure()
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secured = !secured
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if(secured && scanning)
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SSobj.processing |= src
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else
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scanning = 0
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SSobj.processing.Remove(src)
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update_icon()
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return secured
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/obj/item/device/assembly/health/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/multitool))
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if(alarm_health == 0)
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alarm_health = -90
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user.show_message("You toggle [src] to \"detect death\" mode.")
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else
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alarm_health = 0
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user.show_message("You toggle [src] to \"detect critical state\" mode.")
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return
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else
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return ..()
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/obj/item/device/assembly/health/process()
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if(!scanning || !secured)
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return
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var/atom/A = src
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if(connected && connected.holder)
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A = connected.holder
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for(A, A && !ismob(A), A=A.loc);
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// like get_turf(), but for mobs.
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var/mob/living/M = A
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if(M)
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health_scan = M.health
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if(health_scan <= alarm_health)
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pulse()
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audible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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toggle_scan()
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return
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return
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/obj/item/device/assembly/health/proc/toggle_scan()
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if(!secured) return 0
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scanning = !scanning
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if(scanning)
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SSobj.processing |= src
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else
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SSobj.processing.Remove(src)
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return
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/obj/item/device/assembly/health/interact(mob/user as mob)//TODO: Change this to the wires thingy
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if(!secured)
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user.show_message("<span class='warning'>The [name] is unsecured!</span>")
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return 0
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var/dat = text("<TT><B>Health Sensor</B> <A href='?src=\ref[src];scanning=1'>[scanning?"On":"Off"]</A>")
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if(scanning && health_scan)
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dat += "<BR>Health: [health_scan]"
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user << browse(dat, "window=hscan")
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onclose(user, "hscan")
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return
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/obj/item/device/assembly/health/Topic(href, href_list)
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..()
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if(!ismob(usr))
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return
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var/mob/user = usr
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if(!user.canUseTopic(user))
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usr << browse(null, "window=hscan")
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onclose(usr, "hscan")
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return
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if(href_list["scanning"])
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toggle_scan()
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if(href_list["close"])
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usr << browse(null, "window=hscan")
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return
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attack_self(user)
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return
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@@ -21,7 +21,7 @@
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attach(A2,user)
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name = "[A.name]-[A2.name] assembly"
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update_icon()
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feedback_add_details("assembly_made","[type]")
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feedback_add_details("assembly_made","[A.name]-[A2.name]")
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/obj/item/device/assembly_holder/proc/attach(obj/item/device/assembly/A, mob/user)
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if(!A.remove_item_from_storage(src))
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@@ -41,10 +41,17 @@
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overlays += "[a_left.icon_state]_left"
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for(var/O in a_left.attached_overlays)
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overlays += "[O]_l"
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if(a_right)
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src.overlays += "[a_right.icon_state]_right"
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var/list/images = list()
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images += image(icon, icon_state = "[a_right.icon_state]_left")
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for(var/O in a_right.attached_overlays)
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overlays += "[O]_r"
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images += image(icon, icon_state = "[O]_l")
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var/matrix = matrix(-1, 0, 0, 0, 1, 0)
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for(var/image/I in images)
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I.transform = matrix
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overlays += I
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if(master)
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master.update_icon()
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@@ -4,6 +4,7 @@
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icon_state = "mousetrap"
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materials = list(MAT_METAL=100)
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origin_tech = "combat=1"
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attachable = 1
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var/armed = 0
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@@ -81,7 +81,7 @@
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can_toggle = 1
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toggle_cooldown = 20
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active_sound = 'sound/items/WEEOO1.ogg'
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/obj/item/clothing/head/helmet/justice/escape
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name = "alarm helmet"
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desc = "WEEEEOOO. WEEEEEOOO. STOP THAT MONKEY. WEEEOOOO."
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@@ -20,7 +20,7 @@
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item_state = "bio_suit"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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flags_inv = HIDEJUMPSUIT
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allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/flash/handheld, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/internals/emergency_oxygen)
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allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/assembly/flash/handheld, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/internals/emergency_oxygen)
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//Chaplain
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/obj/item/clothing/suit/hooded/chaplain_hoodie
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@@ -136,7 +136,7 @@
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return
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if(wires && !primed)
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if(istype(I, /obj/item/weapon/wirecutters) || istype(I, /obj/item/device/multitool) || istype(I, /obj/item/device/assembly/signaler))
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if(wires.IsInteractionTool(I))
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wires.Interact(user)
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return
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@@ -579,4 +579,7 @@ var/const/GALOSHES_DONT_HELP = 4
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var/obj/item/organ/internal/alien/plasmavessel/vessel = getorgan(/obj/item/organ/internal/alien/plasmavessel)
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if(vessel)
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stat(null, "Plasma Stored: [vessel.storedPlasma]/[vessel.max_plasma]")
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if(locate(/obj/item/device/assembly/health) in src)
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stat(null, "Health: [health]")
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add_abilities_to_panel()
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@@ -473,7 +473,7 @@
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user << "<span class='notice'>You insert the power cell.</span>"
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update_icons()
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else if (istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/multitool) || istype(W, /obj/item/device/assembly/signaler))
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else if (wires.IsInteractionTool(W))
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if (wiresexposed)
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wires.Interact(user)
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else
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@@ -1084,7 +1084,7 @@
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new /obj/item/robot_parts/head(T)
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var/b
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for(b=0, b!=2, b++)
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var/obj/item/device/flash/handheld/F = new /obj/item/device/flash/handheld(T)
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var/obj/item/device/assembly/flash/handheld/F = new /obj/item/device/assembly/flash/handheld(T)
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F.burn_out()
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if (cell) //Sanity check.
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cell.loc = T
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@@ -40,7 +40,7 @@
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/obj/item/weapon/robot_module/New()
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modules += new /obj/item/device/flash/cyborg(src)
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modules += new /obj/item/device/assembly/flash/cyborg(src)
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emag = new /obj/item/toy/sword(src)
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emag.name = "Placeholder Emag Item"
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return
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@@ -570,9 +570,7 @@
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else
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if (istype(user, /mob/living/silicon))
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return src.attack_hand(user)
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if (!opened && wiresexposed && \
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(istype(W, /obj/item/device/multitool) || \
|
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istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/assembly/signaler)))
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if (!opened && wiresexposed && wires.IsInteractionTool(W))
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return src.attack_hand(user)
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..()
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||||
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||||
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@@ -275,6 +275,9 @@
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//How disposal handles getting a storage dump from a storage object
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/obj/machinery/disposal/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
|
||||
for(var/obj/item/I in src_object)
|
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if(user.s_active != src_object)
|
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if(I.on_found(user))
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return
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src_object.remove_from_storage(I, src)
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return 1
|
||||
|
||||
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||||
@@ -354,6 +354,14 @@
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||||
build_path = /obj/item/device/assembly/infra
|
||||
category = list("initial", "Misc")
|
||||
|
||||
/datum/design/health_sensor
|
||||
name = "Health sensor"
|
||||
id = "health_sensor"
|
||||
build_type = AUTOLATHE
|
||||
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
|
||||
build_path = /obj/item/device/assembly/health
|
||||
category = list("initial", "Medical")
|
||||
|
||||
/datum/design/timer
|
||||
name = "Timer"
|
||||
id = "timer"
|
||||
|
||||
@@ -71,7 +71,7 @@
|
||||
materials = list(MAT_METAL = 750, MAT_GLASS = 750)
|
||||
construction_time = 100
|
||||
reliability = 76
|
||||
build_path = /obj/item/device/flash/handheld
|
||||
build_path = /obj/item/device/assembly/flash/handheld
|
||||
category = list("Misc")
|
||||
|
||||
/datum/design/bluespacebeaker
|
||||
|
||||
Reference in New Issue
Block a user