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* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
270 lines
7.7 KiB
Plaintext
270 lines
7.7 KiB
Plaintext
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//holographic signs and barriers
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/obj/structure/holosign
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name = "holo sign"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor_type = /datum/armor/structure_holosign
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var/obj/item/holosign_creator/projector
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var/use_vis_overlay = TRUE
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/Initialize(mapload, source_projector)
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. = ..()
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var/turf/our_turf = get_turf(src)
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if(use_vis_overlay)
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alpha = 0
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE_UPPER, our_turf), dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
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if(source_projector)
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projector = source_projector
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LAZYADD(projector.signs, src)
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/obj/structure/holosign/Destroy()
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if(projector)
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LAZYREMOVE(projector.signs, src)
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projector = null
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return ..()
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/obj/structure/holosign/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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attack_holosign(user, modifiers)
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/obj/structure/holosign/proc/attack_holosign(mob/living/user, list/modifiers)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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if(BURN)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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/obj/structure/holosign/wetsign
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name = "wet floor sign"
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desc = "The words flicker as if they mean nothing."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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/obj/structure/holosign/barrier
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name = "holobarrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
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density = TRUE
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max_integrity = 20
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var/allow_walk = TRUE //can we pass through it on walk intent
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
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return TRUE
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/obj/structure/holosign/barrier/wetsign
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name = "wet floor holobarrier"
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desc = "When it says walk it means walk."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/wetsign/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent != MOVE_INTENT_WALK)
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return FALSE
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/obj/structure/holosign/barrier/engineering
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icon_state = "holosign_engi"
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rad_insulation = RAD_LIGHT_INSULATION
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/obj/structure/holosign/barrier/atmos
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name = "holofirelock"
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desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
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icon_state = "holo_firelock"
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density = FALSE
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anchored = TRUE
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can_atmos_pass = ATMOS_PASS_NO
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alpha = 150
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rad_insulation = RAD_LIGHT_INSULATION
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resistance_flags = FIRE_PROOF
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/obj/structure/holosign/barrier/atmos/sturdy
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name = "sturdy holofirelock"
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max_integrity = 150
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/obj/structure/holosign/barrier/atmos/tram
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name = "tram atmos barrier"
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max_integrity = 150
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icon_state = "holo_tram"
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/atmos/Initialize(mapload)
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. = ..()
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air_update_turf(TRUE, TRUE)
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AddElement(/datum/element/trait_loc, TRAIT_FIREDOOR_STOP)
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/obj/structure/holosign/barrier/atmos/block_superconductivity() //Didn't used to do this, but it's "normal", and will help ease heat flow transitions with the players.
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return TRUE
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/obj/structure/holosign/barrier/atmos/Destroy()
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air_update_turf(TRUE, FALSE)
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return ..()
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/obj/structure/holosign/barrier/cyborg
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
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density = TRUE
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max_integrity = 10
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allow_walk = FALSE
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/projectile/energy/electrode))
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/projectile/beam/disabler))
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/medical
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name = "\improper PENLITE holobarrier"
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desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
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icon_state = "holo_medical"
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alpha = 125 //lazy :)
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var/force_allaccess = FALSE
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var/buzzcd = 0
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/medical/examine(mob/user)
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. = ..()
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. += span_notice("The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.")
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/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(force_allaccess)
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return TRUE
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if(istype(mover, /obj/vehicle/ridden))
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for(var/M in mover.buckled_mobs)
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if(ishuman(M))
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if(!CheckHuman(M))
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return FALSE
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if(ishuman(mover))
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return CheckHuman(mover)
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return TRUE
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/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
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. = ..()
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icon_state = "holo_medical"
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if(ishuman(AM) && !CheckHuman(AM))
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if(buzzcd < world.time)
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playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
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buzzcd = (world.time + 60)
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icon_state = "holo_medical-deny"
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/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
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var/threat = sickboi.check_virus()
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if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
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return FALSE
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return TRUE
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/obj/structure/holosign/barrier/medical/attack_hand(mob/living/user, list/modifiers)
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if(!user.combat_mode && CanPass(user, get_dir(src, user)))
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force_allaccess = !force_allaccess
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to_chat(user, span_warning("You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.")) //warning spans because you can make the station sick!
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else
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return ..()
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it."
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max_integrity = 20
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var/shockcd = 0
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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shockcd = FALSE
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/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!shockcd)
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if(ismob(user))
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var/mob/living/M = user
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
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if(shockcd)
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return
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if(!ismob(AM))
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return
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var/mob/living/M = AM
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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