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## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
354 lines
15 KiB
Plaintext
354 lines
15 KiB
Plaintext
//Items for nuke theft, supermatter theft traitor objective
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// STEALING THE NUKE
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//the nuke core - objective item
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/obj/item/nuke_core
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name = "plutonium core"
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desc = "Extremely radioactive. Wear goggles."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "plutonium_core"
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inhand_icon_state = "plutoniumcore"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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var/pulse = 0
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var/cooldown = 0
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var/pulseicon = "plutonium_core_pulse"
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/obj/item/nuke_core/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/nuke_core/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/nuke_core/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!istype(tool, /obj/item/nuke_core_container))
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return NONE
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astype(tool, /obj/item/nuke_core_container).load(src, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/nuke_core/process()
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if(cooldown < world.time - 60)
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cooldown = world.time
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flick(pulseicon, src)
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radiation_pulse(get_turf(src), max_range = 2, threshold = RAD_EXTREME_INSULATION)
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/obj/item/nuke_core/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is rubbing [src] against [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
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return TOXLOSS
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//nuke core box, for carrying the core
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/obj/item/nuke_core_container
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name = "nuke core container"
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desc = "Solid container for radioactive objects."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "core_container_empty"
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inhand_icon_state = "tile"
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lefthand_file = 'icons/mob/inhands/items/tiles_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/tiles_righthand.dmi'
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var/obj/item/nuke_core/core
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/obj/item/nuke_core_container/Destroy()
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QDEL_NULL(core)
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return ..()
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/obj/item/nuke_core_container/proc/load(obj/item/nuke_core/ncore, mob/user)
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if(core || !istype(ncore))
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return FALSE
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ncore.forceMove(src)
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core = ncore
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icon_state = "core_container_loaded"
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to_chat(user, span_warning("Container is sealing..."))
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addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
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return TRUE
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/obj/item/nuke_core_container/proc/seal()
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if(istype(core))
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STOP_PROCESSING(SSobj, core)
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icon_state = "core_container_sealed"
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playsound(src, 'sound/items/deconstruct.ogg', 60, TRUE)
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if(ismob(loc))
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to_chat(loc, span_warning("[src] is sealed, [core]'s radiation is contained."))
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/obj/item/nuke_core_container/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!istype(tool, /obj/item/nuke_core))
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return NONE
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if(!user.temporarilyRemoveItemFromInventory(tool))
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to_chat(user, span_warning("The [tool] is stuck to your hand!"))
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return ITEM_INTERACT_BLOCKING
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load(tool, user)
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return ITEM_INTERACT_SUCCESS
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//snowflake screwdriver, works as a key to start nuke theft, traitor only
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/obj/item/screwdriver/nuke
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name = "screwdriver"
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desc = "A screwdriver with an ultra thin tip that's carefully designed to boost screwing speed."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "screwdriver_nuke"
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post_init_icon_state = null
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inhand_icon_state = "screwdriver_nuke"
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toolspeed = 0.5
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random_color = FALSE
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greyscale_config_inhand_left = null
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greyscale_config_inhand_right = null
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greyscale_colors = null
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/obj/item/screwdriver/nuke/get_belt_overlay()
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_nuke")
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/obj/item/paper/guides/antag/nuke_instructions
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default_raw_text = "How to break into a Nanotrasen self-destruct terminal and remove its plutonium core:<br>\
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<ul>\
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<li>Use a screwdriver with a very thin tip (provided) to unscrew the terminal's front panel</li>\
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<li>Dislodge and remove the front panel with a crowbar</li>\
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<li>Cut the inner metal plate with a welding tool</li>\
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<li>Pry off the inner plate with a crowbar to expose the radioactive core</li>\
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<li>Use the core container to remove the plutonium core; the container will take some time to seal</li>\
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<li>???</li>\
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</ul>"
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/obj/item/paper/guides/antag/hdd_extraction
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default_raw_text = "<h1>Source Code Theft & You - The Idiot's Guide to Crippling Nanotrasen Research & Development</h1><br>\
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Rumour has it that Nanotrasen are using their R&D Servers to create something awful! They've codenamed it Project Goon, whatever that means.<br>\
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This cannot be allowed to stand. Below is all our intel for stealing their source code and crippling their research efforts:<br>\
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<ul>\
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<li>Locate the physical R&D Server mainframes. Intel suggests these are stored in specially cooled rooms deep within their Science department.</li>\
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<li>Nanotrasen is a corporation not known for subtlety in design. You should be able to identify the master server by any distinctive markings.</li>\
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<li>Tools are on-site procurement. Screwdriver, crowbar and wirecutters should be all you need to do the job.<li>\
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<li>The front panel screws are hidden in recesses behind stickers. Easily removed once you know they're there.</li>\
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<li>You'll probably find the hard drive in secure housing. You may need to pry it loose with a crowbar, shouldn't do too much damage.</li>\
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<li>Finally, carefully cut all of the hard drive's connecting wires. Don't rush this, snipping the wrong wire could wipe all data!</li>\
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</ul>\
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Removing this drive is guaranteed to cripple research efforts regardless of what data is contained on it.<br>\
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The thing's probably hardwired. No putting it back once you've extracted it. The crew are likely to be as mad as bees if they find out!<br>\
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Survive the shift and extract the hard drive safely.<br>\
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Succeed and you will receive a coveted green highlight on your record for this assignment. Fail us and red's the last colour you'll ever see.<br>\
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Do not disappoint us.<br>"
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/obj/item/disk/computer/hdd_theft
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name = "r&d server hard disk drive"
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desc = "For some reason, people really seem to want to steal this. The source code on this drive is probably used for something awful!"
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max_capacity = 512
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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sticker_icon_state = "o_nt"
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// STEALING SUPERMATTER
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/obj/item/paper/guides/antag/supermatter_sliver
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default_raw_text = "How to safely extract a supermatter sliver:<br>\
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<ul>\
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<li>You must have active magnetic anchoring at all times near an active supermatter crystal.</li>\
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<li>Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.</li>\
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<li>Use a supermatter scalpel (provided) to slice off a sliver of the crystal.</li>\
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<li>Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off.</li>\
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<li>Physical contact of any object with the sliver will dust the object, as well as yourself.</li>\
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<li>Use the tongs to place the sliver into the provided container, which will take some time to seal.</li>\
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<li>Get the hell out before the crystal delaminates.</li>\
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<li>???</li>\
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</ul>"
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/obj/item/nuke_core/supermatter_sliver
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name = "supermatter sliver"
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desc = "A tiny, highly volatile sliver of a supermatter crystal. Do not handle without protection!"
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icon_state = "supermatter_sliver"
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inhand_icon_state = null //touching it dusts you, so no need for an inhand icon.
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pulseicon = "supermatter_sliver_pulse"
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layer = ABOVE_MOB_LAYER
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/obj/item/nuke_core/supermatter_sliver/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_FISHING_ROD_CAST, PROC_REF(on_hook))
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/obj/item/nuke_core/supermatter_sliver/proc/on_hook(obj/item/nuke_core/supermatter_sliver/source, obj/item/fishing_rod/rod, mob/user)
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SIGNAL_HANDLER
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//hook gets dusted but the rod remains intact
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attackby(rod.hook, user)
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return FISHING_ROD_CAST_HANDLED
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/obj/item/nuke_core/supermatter_sliver/attack_tk(mob/user) // no TK dusting memes
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return
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/obj/item/nuke_core/supermatter_sliver/can_be_pulled(user, force) // no drag memes
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return FALSE
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/obj/item/nuke_core/supermatter_sliver/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(istype(tool, /obj/item/hemostat/supermatter))
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var/obj/item/hemostat/supermatter/tongs = tool
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if (tongs.sliver)
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to_chat(user, span_warning("\The [tongs] is already holding a supermatter sliver!"))
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return ITEM_INTERACT_BLOCKING
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forceMove(tongs)
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tongs.sliver = src
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tongs.update_appearance()
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to_chat(user, span_notice("You carefully pick up [src] with [tongs]."))
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/scalpel/supermatter) || istype(tool, /obj/item/nuke_core_container/supermatter/)) // we don't want it to dust
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("As it touches \the [src], both \the [src] and \the [tool] burst into dust!"))
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radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
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playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
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qdel(tool)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/item/nuke_core/supermatter_sliver/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(!isliving(hit_atom))
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return ..()
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var/mob/living/victim = hit_atom
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if(victim.incorporeal_move || HAS_TRAIT(victim, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
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return ..()
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var/mob/thrower = throwingdatum?.get_thrower()
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if(istype(thrower))
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log_combat(thrower, hit_atom, "consumed", src)
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message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)], thrown by [key_name_admin(thrower)].")
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investigate_log("has consumed [key_name(victim)], thrown by [key_name(thrower)]", INVESTIGATE_ENGINE)
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else
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message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)] via throw impact.")
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investigate_log("has consumed [key_name(victim)] via throw impact.", INVESTIGATE_ENGINE)
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victim.visible_message(span_danger("As [victim] is hit by [src], both flash into dust and silence fills the room..."),\
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span_userdanger("You're hit by [src] and everything suddenly goes silent.\n[src] flashes into dust, and soon as you can register this, you do as well."),\
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span_hear("Everything suddenly goes silent."))
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victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
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victim.dust()
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radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
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playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
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qdel(src)
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/obj/item/nuke_core/supermatter_sliver/pickup(mob/living/user)
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..()
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if(!isliving(user) || HAS_TRAIT(user, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
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return FALSE
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user.visible_message(span_danger("[user] reaches out and tries to pick up [src]. [user.p_their()] body starts to glow and bursts into flames before flashing into dust!"),\
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span_userdanger("You reach for [src] with your hands. That was dumb."),\
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span_hear("Everything suddenly goes silent."))
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radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
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playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
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user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
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user.dust()
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/obj/item/nuke_core_container/supermatter
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name = "supermatter bin"
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desc = "A tiny receptacle that releases an inert hyper-noblium mix upon sealing, allowing a sliver of a supermatter crystal to be safely stored."
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var/obj/item/nuke_core/supermatter_sliver/sliver
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/obj/item/nuke_core_container/supermatter/Destroy()
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QDEL_NULL(sliver)
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return ..()
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/obj/item/nuke_core_container/supermatter/load(obj/item/hemostat/supermatter/T, mob/user)
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if(!istype(T) || !T.sliver)
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return FALSE
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T.sliver.forceMove(src)
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sliver = T.sliver
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T.sliver = null
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T.icon_state = "supermatter_tongs"
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icon_state = "core_container_loaded"
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to_chat(user, span_warning("Container is sealing..."))
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addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
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return TRUE
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/obj/item/nuke_core_container/supermatter/seal()
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if(istype(sliver))
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STOP_PROCESSING(SSobj, sliver)
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icon_state = "core_container_sealed"
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playsound(src, 'sound/items/Deconstruct.ogg', 60, TRUE)
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if(ismob(loc))
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to_chat(loc, span_warning("[src] is permanently sealed, [sliver] is safely contained."))
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/obj/item/scalpel/supermatter
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name = "supermatter scalpel"
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desc = "A scalpel with a fragile tip of condensed hyper-noblium gas, searingly cold to the touch, that can safely shave a sliver off a supermatter crystal."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "supermatter_scalpel"
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toolspeed = 0.5
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damtype = BURN
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usesound = 'sound/items/weapons/bladeslice.ogg'
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var/usesLeft
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/obj/item/scalpel/supermatter/Initialize(mapload)
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. = ..()
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usesLeft = rand(2, 4)
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/obj/item/hemostat/supermatter
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name = "supermatter extraction tongs"
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desc = "A pair of tongs made from condensed hyper-noblium gas, searingly cold to the touch, that can safely grip a supermatter sliver."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "supermatter_tongs"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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inhand_icon_state = "supermatter_tongs"
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toolspeed = 0.75
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damtype = BURN
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var/obj/item/nuke_core/supermatter_sliver/sliver
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/obj/item/hemostat/supermatter/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/hemostat/supermatter/Destroy()
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QDEL_NULL(sliver)
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return ..()
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/obj/item/hemostat/supermatter/update_icon_state()
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icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
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inhand_icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
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return ..()
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/obj/item/hemostat/supermatter/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!sliver)
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return ..()
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if (istype(interacting_with, /obj/item/nuke_core_container/supermatter))
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var/obj/item/nuke_core_container/supermatter/container = interacting_with
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container.load(src, user)
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return ITEM_INTERACT_SUCCESS
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if(ismovable(interacting_with) && interacting_with != sliver)
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Consume(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/obj/item/hemostat/supermatter/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) // no instakill supermatter javelins
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if(sliver)
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sliver.forceMove(loc)
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visible_message(span_notice("\The [sliver] falls out of \the [src] as it hits the ground."))
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sliver = null
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update_appearance()
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return ..()
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/obj/item/hemostat/supermatter/proc/Consume(atom/movable/AM, mob/living/user)
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if(ismob(AM))
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if(!isliving(AM))
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return
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var/mob/living/victim = AM
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if(victim.incorporeal_move || HAS_TRAIT(victim, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
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return
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victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
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victim.dust()
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message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)].")
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investigate_log("has consumed [key_name(victim)].", INVESTIGATE_ENGINE)
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else if(istype(AM, /obj/singularity))
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return
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else
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investigate_log("has consumed [AM].", INVESTIGATE_ENGINE)
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qdel(AM)
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if (user)
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log_combat(user, AM, "consumed", sliver, "via [src]")
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user.visible_message(span_danger("As [user] touches [AM] with \the [src], both flash into dust and silence fills the room..."),\
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span_userdanger("You touch [AM] with [src], and everything suddenly goes silent.\n[AM] and [sliver] flash into dust, and soon as you can register this, you do as well."),\
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span_hear("Everything suddenly goes silent."))
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user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
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user.dust()
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radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
|
|
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
QDEL_NULL(sliver)
|
|
update_appearance()
|