mirror of
https://github.com/Bubberstation/Bubberstation.git
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bring code up to latest standards, move many procs to named files inside _HELPERS no idea where to put some of these procs, help is appreciated made more files to contain some unique code, deleted unsorted.dm, we can rest now
562 lines
18 KiB
Plaintext
562 lines
18 KiB
Plaintext
/obj/machinery/power/emitter
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name = "emitter"
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desc = "A heavy-duty industrial laser, often used in containment fields and power generation."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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base_icon_state = "emitter"
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anchored = FALSE
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density = TRUE
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req_access = list(ACCESS_ENGINE_EQUIP)
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circuit = /obj/item/circuitboard/machine/emitter
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use_power = NO_POWER_USE
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idle_power_usage = 10
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active_power_usage = 300
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/// The icon state used by the emitter when it's on.
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var/icon_state_on = "emitter_+a"
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/// The icon state used by the emitter when it's on and low on power.
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var/icon_state_underpowered = "emitter_+u"
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///Is the machine active?
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var/active = FALSE
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///Does the machine have power?
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var/powered = FALSE
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///Seconds before the next shot
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var/fire_delay = 10 SECONDS
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///Max delay before firing
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var/maximum_fire_delay = 10 SECONDS
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///Min delay before firing
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var/minimum_fire_delay = 2 SECONDS
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///When was the last shot
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var/last_shot = 0
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///Number of shots made (gets reset every few shots)
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var/shot_number = 0
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///if it's welded down to the ground or not. the emitter will not fire while unwelded. if set to true, the emitter will start anchored as well.
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var/welded = FALSE
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///Is the emitter id locked?
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var/locked = FALSE
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///Used to stop interactions with the object (mainly in the wabbajack statue)
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var/allow_switch_interact = TRUE
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///What projectile type are we shooting?
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var/projectile_type = /obj/projectile/beam/emitter/hitscan
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///What's the projectile sound?
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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///Sparks emitted with every shot
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var/datum/effect_system/spark_spread/sparks
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///Stores the type of gun we are using inside the emitter
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var/obj/item/gun/energy/gun
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///List of all the properties of the inserted gun
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var/list/gun_properties
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//only used to always have the gun properties on non-letal (no other instances found)
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var/mode = FALSE
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// The following 3 vars are mostly for the prototype
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///manual shooting? (basically you hop onto the emitter and choose the shooting direction, is very janky since you can only shoot at the 8 directions and i don't think is ever used since you can't build those)
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var/manual = FALSE
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///Amount of power inside
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var/charge = 0
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///stores the direction and orientation of the last projectile
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var/last_projectile_params
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/obj/machinery/power/emitter/welded/Initialize(mapload)
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welded = TRUE
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. = ..()
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/obj/machinery/power/emitter/ctf
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name = "Energy Cannon"
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active = TRUE
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active_power_usage = 0
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idle_power_usage = 0
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locked = TRUE
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req_access_txt = "100"
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welded = TRUE
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use_power = NO_POWER_USE
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/obj/machinery/power/emitter/Initialize(mapload)
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. = ..()
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RefreshParts()
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wires = new /datum/wires/emitter(src)
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if(welded)
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if(!anchored)
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set_anchored(TRUE)
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connect_to_network()
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sparks = new
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sparks.attach(src)
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sparks.set_up(5, TRUE, src)
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/obj/machinery/power/emitter/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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/obj/machinery/power/emitter/set_anchored(anchorvalue)
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. = ..()
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if(!anchored && welded) //make sure they're keep in sync in case it was forcibly unanchored by badmins or by a megafauna.
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welded = FALSE
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/obj/machinery/power/emitter/RefreshParts()
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var/max_fire_delay = 12 SECONDS
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var/fire_shoot_delay = 12 SECONDS
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var/min_fire_delay = 2.4 SECONDS
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var/power_usage = 350
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for(var/obj/item/stock_parts/micro_laser/laser in component_parts)
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max_fire_delay -= 2 SECONDS * laser.rating
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min_fire_delay -= 0.4 SECONDS * laser.rating
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fire_shoot_delay -= 2 SECONDS * laser.rating
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maximum_fire_delay = max_fire_delay
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minimum_fire_delay = min_fire_delay
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fire_delay = fire_shoot_delay
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for(var/obj/item/stock_parts/manipulator/manipulator in component_parts)
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power_usage -= 50 * manipulator.rating
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update_mode_power_usage(ACTIVE_POWER_USE, power_usage)
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/obj/machinery/power/emitter/examine(mob/user)
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. = ..()
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if(welded)
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. += span_info("It's moored firmly to the floor. You can unsecure its moorings with a <b>welder</b>.")
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else if(anchored)
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. += span_info("It's currently anchored to the floor. You can secure its moorings with a <b>welder</b>, or remove it with a <b>wrench</b>.")
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else
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. += span_info("It's not anchored to the floor. You can secure it in place with a <b>wrench</b>.")
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if(!in_range(user, src) && !isobserver(user))
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return
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if(!active)
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. += span_notice("Its status display is currently turned off.")
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else if(!powered)
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. += span_notice("Its status display is glowing faintly.")
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else
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. += span_notice("Its status display reads: Emitting one beam every <b>[DisplayTimeText(fire_delay)]</b>.")
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. += span_notice("Power consumption at <b>[display_power(active_power_usage)]</b>.")
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/obj/machinery/power/emitter/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
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/obj/machinery/power/emitter/proc/can_be_rotated(mob/user, rotation_type)
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if(!anchored)
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return TRUE
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to_chat(user, span_warning("It is fastened to the floor!"))
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return FALSE
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/obj/machinery/power/emitter/should_have_node()
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return welded
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/obj/machinery/power/emitter/Destroy()
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if(SSticker.IsRoundInProgress())
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var/turf/T = get_turf(src)
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message_admins("Emitter deleted at [ADMIN_VERBOSEJMP(T)]")
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log_game("Emitter deleted at [AREACOORD(T)]")
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investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
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QDEL_NULL(sparks)
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return ..()
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/obj/machinery/power/emitter/update_icon_state()
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if(!active || !powernet)
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icon_state = base_icon_state
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return ..()
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icon_state = avail(active_power_usage) ? icon_state_on : icon_state_underpowered
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return ..()
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/obj/machinery/power/emitter/interact(mob/user)
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add_fingerprint(user)
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if(!welded)
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to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!"))
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return FALSE
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if(!powernet)
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to_chat(user, span_warning("\The [src] isn't connected to a wire!"))
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return FALSE
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if(locked || !allow_switch_interact)
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to_chat(user, span_warning("The controls are locked!"))
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return FALSE
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if(active)
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active = FALSE
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else
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active = TRUE
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shot_number = 0
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fire_delay = maximum_fire_delay
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to_chat(user, span_notice("You turn [active ? "on" : "off"] [src]."))
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message_admins("Emitter turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
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log_game("Emitter turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
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investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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update_appearance()
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/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/user, list/modifiers)
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if(ismegafauna(user) && anchored)
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set_anchored(FALSE)
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user.visible_message(span_warning("[user] rips [src] free from its moorings!"))
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else
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. = ..()
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if(. && !anchored)
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step(src, get_dir(user, src))
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/obj/machinery/power/emitter/attack_ai_secondary(mob/user, list/modifiers)
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togglelock(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/machinery/power/emitter/process(delta_time)
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if(machine_stat & (BROKEN))
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return
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if(!welded || (!powernet && active_power_usage))
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active = FALSE
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update_appearance()
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return
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if(!active)
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return
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if(active_power_usage && surplus() < active_power_usage)
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if(powered)
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powered = FALSE
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update_appearance()
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investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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log_game("Emitter lost power in [AREACOORD(src)]")
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return
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add_load(active_power_usage)
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if(!powered)
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powered = TRUE
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update_appearance()
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investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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if(charge <= 80)
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charge += 2.5 * delta_time
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if(!check_delay() || manual == TRUE)
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return FALSE
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fire_beam()
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/obj/machinery/power/emitter/proc/check_delay()
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if((last_shot + fire_delay) <= world.time)
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return TRUE
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return FALSE
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/obj/machinery/power/emitter/proc/fire_beam_pulse()
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if(!check_delay())
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return FALSE
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if(!welded)
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return FALSE
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if(surplus() >= active_power_usage)
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add_load(active_power_usage)
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fire_beam()
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/obj/machinery/power/emitter/proc/fire_beam(mob/user)
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var/obj/projectile/projectile = new projectile_type(get_turf(src))
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playsound(src, projectile_sound, 50, TRUE)
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if(prob(35))
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sparks.start()
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projectile.firer = user ? user : src
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projectile.fired_from = src
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if(last_projectile_params)
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projectile.p_x = last_projectile_params[2]
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projectile.p_y = last_projectile_params[3]
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projectile.fire(last_projectile_params[1])
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else
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projectile.fire(dir2angle(dir))
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if(!manual)
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last_shot = world.time
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if(shot_number < 3)
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fire_delay = 20
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shot_number ++
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else
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fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
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shot_number = 0
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return projectile
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/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
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if(active)
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if(!silent)
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to_chat(user, span_warning("Turn \the [src] off first!"))
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return FAILED_UNFASTEN
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else if(welded)
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if(!silent)
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to_chat(user, span_warning("[src] is welded to the floor!"))
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/item)
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. = ..()
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default_unfasten_wrench(user, item)
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return TRUE
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/obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/item)
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..()
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if(active)
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to_chat(user, span_warning("Turn [src] off first!"))
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return TRUE
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if(welded)
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if(!item.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \
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span_notice("You start to cut [src] free from the floor..."), \
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span_hear("You hear welding."))
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if(!item.use_tool(src, user, 20, 1, 50))
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return FALSE
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welded = FALSE
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to_chat(user, span_notice("You cut [src] free from the floor."))
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disconnect_from_network()
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update_cable_icons_on_turf(get_turf(src))
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return TRUE
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if(!anchored)
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to_chat(user, span_warning("[src] needs to be wrenched to the floor!"))
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return TRUE
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if(!item.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \
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span_notice("You start to weld [src] to the floor..."), \
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span_hear("You hear welding."))
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if(!item.use_tool(src, user, 20, 1, 50))
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return FALSE
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welded = TRUE
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to_chat(user, span_notice("You weld [src] to the floor."))
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connect_to_network()
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update_cable_icons_on_turf(get_turf(src))
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return TRUE
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/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/item)
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if(panel_open && gun)
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return remove_gun(user)
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default_deconstruction_crowbar(item)
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return TRUE
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/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/item)
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if(..())
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return TRUE
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default_deconstruction_screwdriver(user, "emitter_open", "emitter", item)
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return TRUE
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/// Attempt to toggle the controls lock of the emitter
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/obj/machinery/power/emitter/proc/togglelock(mob/user)
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if(obj_flags & EMAGGED)
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to_chat(user, span_warning("The lock seems to be broken!"))
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return
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if(!allowed(user))
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to_chat(user, span_danger("Access denied."))
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return
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if(!active)
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to_chat(user, span_warning("The controls can only be locked when \the [src] is online!"))
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return
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locked = !locked
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to_chat(user, span_notice("You [src.locked ? "lock" : "unlock"] the controls."))
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/obj/machinery/power/emitter/attackby(obj/item/item, mob/user, params)
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if(item.GetID())
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togglelock(user)
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return
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if(is_wire_tool(item) && panel_open)
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wires.interact(user)
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return
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if(panel_open && !gun && istype(item,/obj/item/gun/energy))
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if(integrate(item,user))
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return
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return ..()
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/obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/energy_gun, mob/user)
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if(!istype(energy_gun, /obj/item/gun/energy))
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return
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if(!user.transferItemToLoc(energy_gun, src))
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return
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gun = energy_gun
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gun_properties = gun.get_turret_properties()
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set_projectile()
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return TRUE
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/obj/machinery/power/emitter/proc/remove_gun(mob/user)
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if(!gun)
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return
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user.put_in_hands(gun)
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gun = null
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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gun_properties = list()
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set_projectile()
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return TRUE
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/obj/machinery/power/emitter/proc/set_projectile()
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if(LAZYLEN(gun_properties))
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if(mode || !gun_properties["lethal_projectile"])
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projectile_type = gun_properties["stun_projectile"]
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projectile_sound = gun_properties["stun_projectile_sound"]
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else
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projectile_type = gun_properties["lethal_projectile"]
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projectile_sound = gun_properties["lethal_projectile_sound"]
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return
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projectile_type = initial(projectile_type)
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projectile_sound = initial(projectile_sound)
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/obj/machinery/power/emitter/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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return
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locked = FALSE
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obj_flags |= EMAGGED
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if(user)
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user.visible_message(span_warning("[user.name] emags [src]."), span_notice("You short out the lock."))
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/obj/machinery/power/emitter/prototype
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name = "Prototype Emitter"
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icon = 'icons/obj/turrets.dmi'
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icon_state = "proto_emitter"
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base_icon_state = "proto_emitter"
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icon_state_on = "proto_emitter_+a"
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icon_state_underpowered = "proto_emitter_+u"
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base_icon_state = "proto_emitter"
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can_buckle = TRUE
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buckle_lying = 0
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///Sets the view size for the user
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var/view_range = 4.5
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///Grants the buckled mob the action button
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var/datum/action/innate/proto_emitter/firing/auto
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//BUCKLE HOOKS
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/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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manual = FALSE
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for(var/obj/item/item in buckled_mob.held_items)
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if(istype(item, /obj/item/turret_control))
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qdel(item)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = buckled_mob.base_pixel_x
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buckled_mob.pixel_y = buckled_mob.base_pixel_y
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if(buckled_mob.client)
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buckled_mob.client.view_size.resetToDefault()
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auto.Remove(buckled_mob)
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. = ..()
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/obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/buckled_mob, mob/user, check_loc = TRUE)
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if(user.incapacitated() || !istype(user))
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return
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for(var/atom/movable/atom in get_turf(src))
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if(atom.density && (atom != src && atom != buckled_mob))
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return
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buckled_mob.forceMove(get_turf(src))
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..()
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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buckled_mob.pixel_y = 14
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layer = 4.1
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if(buckled_mob.client)
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buckled_mob.client.view_size.setTo(view_range)
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if(!auto)
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auto = new()
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auto.Grant(buckled_mob, src)
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/datum/action/innate/proto_emitter
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check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | AB_CHECK_CONSCIOUS
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///Stores the emitter the user is currently buckled on
|
|
var/obj/machinery/power/emitter/prototype/proto_emitter
|
|
///Stores the mob instance that is buckled to the emitter
|
|
var/mob/living/carbon/buckled_mob
|
|
|
|
/datum/action/innate/proto_emitter/Destroy()
|
|
proto_emitter = null
|
|
buckled_mob = null
|
|
return ..()
|
|
|
|
/datum/action/innate/proto_emitter/Grant(mob/living/carbon/user, obj/machinery/power/emitter/prototype/proto)
|
|
proto_emitter = proto
|
|
buckled_mob = user
|
|
. = ..()
|
|
|
|
/datum/action/innate/proto_emitter/firing
|
|
name = "Switch to Manual Firing"
|
|
desc = "The emitter will only fire on your command and at your designated target"
|
|
button_icon_state = "mech_zoom_on"
|
|
|
|
/datum/action/innate/proto_emitter/firing/Activate()
|
|
if(proto_emitter.manual)
|
|
playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
|
proto_emitter.manual = FALSE
|
|
name = "Switch to Manual Firing"
|
|
desc = "The emitter will only fire on your command and at your designated target"
|
|
button_icon_state = "mech_zoom_on"
|
|
for(var/obj/item/item in buckled_mob.held_items)
|
|
if(istype(item, /obj/item/turret_control))
|
|
qdel(item)
|
|
UpdateButtonIcon()
|
|
return
|
|
playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE)
|
|
name = "Switch to Automatic Firing"
|
|
desc = "Emitters will switch to periodic firing at your last target"
|
|
button_icon_state = "mech_zoom_off"
|
|
proto_emitter.manual = TRUE
|
|
for(var/things in buckled_mob.held_items)
|
|
var/obj/item/item = things
|
|
if(istype(item))
|
|
if(!buckled_mob.dropItemToGround(item))
|
|
continue
|
|
var/obj/item/turret_control/turret_control = new /obj/item/turret_control()
|
|
buckled_mob.put_in_hands(turret_control)
|
|
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
|
|
var/obj/item/turret_control/turret_control = new /obj/item/turret_control()
|
|
buckled_mob.put_in_hands(turret_control)
|
|
UpdateButtonIcon()
|
|
|
|
|
|
/obj/item/turret_control
|
|
name = "turret controls"
|
|
icon_state = "offhand"
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
item_flags = ABSTRACT | NOBLUDGEON
|
|
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
///Ticks before being able to shoot
|
|
var/delay = 0
|
|
|
|
/obj/item/turret_control/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
|
|
|
|
/obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams)
|
|
. = ..()
|
|
var/obj/machinery/power/emitter/emitter = user.buckled
|
|
emitter.setDir(get_dir(emitter,targeted_atom))
|
|
user.setDir(emitter.dir)
|
|
switch(emitter.dir)
|
|
if(NORTH)
|
|
emitter.layer = 3.9
|
|
user.pixel_x = 0
|
|
user.pixel_y = -14
|
|
if(NORTHEAST)
|
|
emitter.layer = 3.9
|
|
user.pixel_x = -8
|
|
user.pixel_y = -12
|
|
if(EAST)
|
|
emitter.layer = 4.1
|
|
user.pixel_x = -14
|
|
user.pixel_y = 0
|
|
if(SOUTHEAST)
|
|
emitter.layer = 3.9
|
|
user.pixel_x = -8
|
|
user.pixel_y = 12
|
|
if(SOUTH)
|
|
emitter.layer = 4.1
|
|
user.pixel_x = 0
|
|
user.pixel_y = 14
|
|
if(SOUTHWEST)
|
|
emitter.layer = 3.9
|
|
user.pixel_x = 8
|
|
user.pixel_y = 12
|
|
if(WEST)
|
|
emitter.layer = 4.1
|
|
user.pixel_x = 14
|
|
user.pixel_y = 0
|
|
if(NORTHWEST)
|
|
emitter.layer = 3.9
|
|
user.pixel_x = 8
|
|
user.pixel_y = -12
|
|
|
|
emitter.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, clickparams)
|
|
|
|
if(emitter.charge >= 10 && world.time > delay)
|
|
emitter.charge -= 10
|
|
emitter.fire_beam(user)
|
|
delay = world.time + 10
|
|
else if (emitter.charge < 10)
|
|
playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
|
|