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# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx
41 lines
1.5 KiB
Plaintext
41 lines
1.5 KiB
Plaintext
#define POWER_PER_USE 50
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/obj/structure/destructible/clockwork/gear_base/powered/prosperity_prism
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name = "prosperity prism"
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desc = "A prism that seems to somehow always have its gaze locked to you."
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clockwork_desc = "A prism that will heal nearby servants of various damage types, along with purging poisons."
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icon_state = "prolonging_prism"
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base_icon_state = "prolonging_prism"
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anchored = TRUE
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break_message = span_warning("The prism falls apart, smoke leaking out into the air.")
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max_integrity = 150
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minimum_power = POWER_PER_USE
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passive_consumption = POWER_PER_USE / 2
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/obj/structure/destructible/clockwork/gear_base/powered/prosperity_prism/process(seconds_per_tick)
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. = ..()
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if(!.)
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return
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for(var/mob/living/possible_cultist in range(3, src)) // Kyler said this is faster than spatial grid
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if(!IS_CLOCK(possible_cultist))
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continue
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if(possible_cultist.health >= possible_cultist.maxHealth)
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continue
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if(use_power(POWER_PER_USE))
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possible_cultist.adjust_tox_loss(-2.5 * seconds_per_tick, forced = TRUE)
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possible_cultist.adjust_stamina_loss(-7.5 * seconds_per_tick)
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possible_cultist.adjust_brute_loss(-2.5 * seconds_per_tick)
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possible_cultist.adjust_fire_loss(-2.5 * seconds_per_tick)
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possible_cultist.adjust_oxy_loss(-2.5 * seconds_per_tick)
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new /obj/effect/temp_visual/heal(get_turf(possible_cultist), "#45dd8a")
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for(var/datum/reagent/toxin/toxin_chem in possible_cultist.reagents.reagent_list)
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possible_cultist.reagents.remove_reagent(toxin_chem.type, 2.5 * seconds_per_tick)
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#undef POWER_PER_USE
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