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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-22 23:15:13 +00:00
This contains the changes to item_attack.dm Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does) The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd) There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed. The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items). There's some more stuff in there, see the PR's description and comments.
236 lines
6.5 KiB
Plaintext
236 lines
6.5 KiB
Plaintext
//like orange but only checks north/south/east/west for one step
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/proc/cardinalrange(var/center)
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var/list/things = list()
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for(var/direction in cardinal)
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var/turf/T = get_step(center, direction)
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if(!T) continue
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things += T.contents
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return things
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/obj/machinery/am_shielding
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name = "antimatter reactor section"
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desc = "This device was built using a plasma life-form that seems to increase plasma's natural ability to react with neutrinos while reducing the combustibility."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "shield"
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anchored = 1
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density = 1
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dir = 1
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use_power = 0//Living things generally dont use power
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idle_power_usage = 0
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active_power_usage = 0
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var/obj/machinery/power/am_control_unit/control_unit = null
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var/processing = 0//To track if we are in the update list or not, we need to be when we are damaged and if we ever
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var/stability = 100//If this gets low bad things tend to happen
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var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
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/obj/machinery/am_shielding/New(loc)
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..(loc)
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spawn(10)
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controllerscan()
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return
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/obj/machinery/am_shielding/proc/controllerscan(priorscan = 0)
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//Make sure we are the only one here
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if(!istype(src.loc, /turf))
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qdel(src)
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return
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for(var/obj/machinery/am_shielding/AMS in loc.contents)
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if(AMS == src)
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continue
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qdel(src)
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return
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//Search for shielding first
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for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
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if(AMS && AMS.control_unit && link_control(AMS.control_unit))
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break
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if(!control_unit)//No other guys nearby look for a control unit
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for(var/direction in cardinal)
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for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
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if(AMC.add_shielding(src))
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break
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if(!control_unit)
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if(!priorscan)
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spawn(20)
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controllerscan(1)//Last chance
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return
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qdel(src)
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return
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/obj/machinery/am_shielding/Destroy()
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if(control_unit)
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control_unit.remove_shielding(src)
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if(processing)
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shutdown_core()
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visible_message("<span class='danger'>The [src.name] melts!</span>")
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//Might want to have it leave a mess on the floor but no sprites for now
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return ..()
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/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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return 1
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return 0
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/obj/machinery/am_shielding/process()
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if(!processing)
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. = PROCESS_KILL
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//TODO: core functions and stability
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//TODO: think about checking the airmix for plasma and increasing power output
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return
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/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
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return 0
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/obj/machinery/am_shielding/blob_act()
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stability -= 20
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if(prob(100-stability))
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if(prob(10))//Might create a node
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new /obj/effect/blob/node(src.loc,150)
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else
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new /obj/effect/blob(src.loc,60)
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qdel(src)
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return
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check_stability()
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return
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/obj/machinery/am_shielding/ex_act(severity, target)
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stability -= (80 - (severity * 20))
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check_stability()
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return
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/obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj)
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. = ..()
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if(Proj.flag != "bullet")
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stability -= Proj.force/2
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check_stability()
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/obj/machinery/am_shielding/update_icon()
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overlays.Cut()
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for(var/direction in alldirs)
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var/machine = locate(/obj/machinery, get_step(loc, direction))
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if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit)||(istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit))
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overlays += "shield_[direction]"
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if(core_check())
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overlays += "core"
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if(!processing)
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setup_core()
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else if(processing)
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shutdown_core()
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/obj/machinery/am_shielding/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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if(damage)
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playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
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else
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playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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if(sound_effect)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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if(damage >= 10)
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stability -= damage/2
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check_stability()
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//Call this to link a detected shilding unit to the controller
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/obj/machinery/am_shielding/proc/link_control(obj/machinery/power/am_control_unit/AMC)
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if(!istype(AMC))
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return 0
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if(control_unit && control_unit != AMC)
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return 0//Already have one
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control_unit = AMC
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control_unit.add_shielding(src,1)
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return 1
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//Scans cards for shields or the control unit and if all there it
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/obj/machinery/am_shielding/proc/core_check()
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for(var/direction in alldirs)
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var/machine = locate(/obj/machinery, get_step(loc, direction))
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if(!machine)
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return 0//Need all for a core
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if(!istype(machine, /obj/machinery/am_shielding) && !istype(machine, /obj/machinery/power/am_control_unit))
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return 0
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return 1
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/obj/machinery/am_shielding/proc/setup_core()
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processing = 1
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machines |= src
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SSmachine.processing |= src
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if(!control_unit)
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return
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control_unit.linked_cores.Add(src)
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control_unit.reported_core_efficiency += efficiency
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return
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/obj/machinery/am_shielding/proc/shutdown_core()
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processing = 0
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if(!control_unit)
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return
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control_unit.linked_cores.Remove(src)
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control_unit.reported_core_efficiency -= efficiency
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return
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/obj/machinery/am_shielding/proc/check_stability(injecting_fuel = 0)
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if(stability > 0)
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return
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if(injecting_fuel && control_unit)
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control_unit.exploding = 1
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if(src)
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qdel(src)
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return
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/obj/machinery/am_shielding/proc/recalc_efficiency(new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
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if(!control_unit || !processing)
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return
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if(stability < 50)
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new_efficiency /= 2
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control_unit.reported_core_efficiency += (new_efficiency - efficiency)
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efficiency = new_efficiency
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return
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/obj/item/device/am_shielding_container
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name = "packaged antimatter reactor section"
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desc = "A small storage unit containing an antimatter reactor section. To use place near an antimatter control unit or deployed antimatter reactor section and use a multitool to activate this package."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "box"
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item_state = "electronic"
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w_class = 4
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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materials = list(MAT_METAL=100)
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/obj/item/device/am_shielding_container/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
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new/obj/machinery/am_shielding(src.loc)
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qdel(src)
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else
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return ..()
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