mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 00:22:39 +00:00
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two. Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench) Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out. Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play) CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin. CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think) Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
414 lines
12 KiB
Plaintext
414 lines
12 KiB
Plaintext
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//
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// Gravity Generator
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//
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var/list/gravity_generators = list() // We will keep track of this by adding new gravity generators to the list, and keying it with the z level.
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var/const/POWER_IDLE = 0
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var/const/POWER_UP = 1
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var/const/POWER_DOWN = 2
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var/const/GRAV_NEEDS_SCREWDRIVER = 0
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var/const/GRAV_NEEDS_WELDING = 1
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var/const/GRAV_NEEDS_PLASTEEL = 2
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var/const/GRAV_NEEDS_WRENCH = 3
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//
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// Abstract Generator
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//
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/obj/machinery/gravity_generator
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name = "gravitational generator"
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desc = "A device which produces a gravaton field when set up."
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icon = 'icons/obj/machines/gravity_generator.dmi'
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anchored = 1
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density = 1
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use_power = 0
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/sprite_number = 0
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/obj/machinery/gravity_generator/ex_act(severity, target)
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if(severity == 1) // Very sturdy.
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set_broken()
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/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
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if(prob(20))
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set_broken()
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/obj/machinery/gravity_generator/tesla_act(var/power)
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..()
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qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
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/obj/machinery/gravity_generator/update_icon()
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..()
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icon_state = "[get_status()]_[sprite_number]"
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gravity_generator/shuttleRotate()
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return
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/obj/machinery/gravity_generator/proc/get_status()
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return "off"
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// You aren't allowed to move.
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/obj/machinery/gravity_generator/Move()
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..()
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qdel(src)
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/obj/machinery/gravity_generator/proc/set_broken()
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stat |= BROKEN
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/obj/machinery/gravity_generator/proc/set_fix()
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stat &= ~BROKEN
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/obj/machinery/gravity_generator/part/Destroy()
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set_broken()
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if(main_part)
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qdel(main_part)
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return ..()
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//
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// Part generator which is mostly there for looks
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//
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/obj/machinery/gravity_generator/part
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var/obj/machinery/gravity_generator/main/main_part = null
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/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
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return main_part.attackby(I, user)
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/obj/machinery/gravity_generator/part/get_status()
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return main_part.get_status()
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/obj/machinery/gravity_generator/part/attack_hand(mob/user)
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return main_part.attack_hand(user)
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/obj/machinery/gravity_generator/part/set_broken()
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..()
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if(main_part && !(main_part.stat & BROKEN))
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main_part.set_broken()
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//
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// Generator which spawns with the station.
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//
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/obj/machinery/gravity_generator/main/station/initialize()
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setup_parts()
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middle.add_overlay("activated")
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update_list()
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//
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// Generator an admin can spawn
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//
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/obj/machinery/gravity_generator/main/station/admin
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use_power = 0
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/obj/machinery/gravity_generator/main/station/admin/New()
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..()
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initialize()
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//
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// Main Generator with the main code
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//
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/obj/machinery/gravity_generator/main
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icon_state = "on_8"
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idle_power_usage = 0
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active_power_usage = 3000
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power_channel = ENVIRON
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sprite_number = 8
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use_power = 1
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interact_offline = 1
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var/on = 1
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var/breaker = 1
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var/list/parts = list()
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var/obj/middle = null
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var/charging_state = POWER_IDLE
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var/charge_count = 100
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var/current_overlay = null
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var/broken_state = 0
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/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
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investigate_log("was destroyed!", "gravity")
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on = 0
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update_list()
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for(var/obj/machinery/gravity_generator/part/O in parts)
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O.main_part = null
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qdel(O)
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return ..()
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/obj/machinery/gravity_generator/main/proc/setup_parts()
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var/turf/our_turf = get_turf(src)
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// 9x9 block obtained from the bottom middle of the block
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var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
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var/count = 10
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for(var/turf/T in spawn_turfs)
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count--
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if(T == our_turf) // Skip our turf.
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continue
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var/obj/machinery/gravity_generator/part/part = new(T)
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if(count == 5) // Middle
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middle = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.density = 0
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part.layer = WALL_OBJ_LAYER
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part.sprite_number = count
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part.main_part = src
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parts += part
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part.update_icon()
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/obj/machinery/gravity_generator/main/proc/connected_parts()
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return parts.len == 8
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/obj/machinery/gravity_generator/main/set_broken()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(!(M.stat & BROKEN))
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M.set_broken()
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middle.cut_overlays()
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charge_count = 0
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breaker = 0
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set_power()
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set_state(0)
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investigate_log("has broken down.", "gravity")
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/obj/machinery/gravity_generator/main/set_fix()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(M.stat & BROKEN)
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M.set_fix()
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broken_state = 0
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update_icon()
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set_power()
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// Interaction
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(istype(I, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You secure the screws of the framework.</span>"
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playsound(src.loc, I.usesound, 50, 1)
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broken_state++
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update_icon()
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return
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if(GRAV_NEEDS_WELDING)
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = I
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if(WT.remove_fuel(1, user))
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user << "<span class='notice'>You mend the damaged framework.</span>"
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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broken_state++
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update_icon()
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else if(WT.isOn())
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user << "<span class='warning'>You don't have enough fuel to mend the damaged framework!</span>"
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return
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if(GRAV_NEEDS_PLASTEEL)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/PS = I
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if(PS.get_amount() >= 10)
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PS.use(10)
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user << "<span class='notice'>You add the plating to the framework.</span>"
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playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
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broken_state++
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update_icon()
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else
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user << "<span class='warning'>You need 10 sheets of plasteel!</span>"
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return
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if(GRAV_NEEDS_WRENCH)
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You secure the plating to the framework.</span>"
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playsound(src.loc, I.usesound, 75, 1)
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set_fix()
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return
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return ..()
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/obj/machinery/gravity_generator/main/attack_hand(mob/user)
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if(!..())
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return interact(user)
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/obj/machinery/gravity_generator/main/interact(mob/user)
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if(stat & BROKEN)
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return
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var/dat = "Gravity Generator Breaker: "
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if(breaker)
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dat += "<span class='linkOn'>ON</span> <A href='?src=\ref[src];gentoggle=1'>OFF</A>"
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else
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dat += "<A href='?src=\ref[src];gentoggle=1'>ON</A> <span class='linkOn'>OFF</span> "
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dat += "<br>Generator Status:<br><div class='statusDisplay'>"
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if(charging_state != POWER_IDLE)
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dat += "<font class='bad'>WARNING</font> Radiation Detected. <br>[charging_state == POWER_UP ? "Charging..." : "Discharging..."]"
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else if(on)
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dat += "Powered."
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else
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dat += "Unpowered."
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dat += "<br>Gravity Charge: [charge_count]%</div>"
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var/datum/browser/popup = new(user, "gravgen", name)
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popup.set_content(dat)
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popup.open()
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/obj/machinery/gravity_generator/main/Topic(href, href_list)
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if(..())
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return
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if(href_list["gentoggle"])
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breaker = !breaker
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investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [usr.key].", "gravity")
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set_power()
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src.updateUsrDialog()
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// Power and Icon States
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/obj/machinery/gravity_generator/main/power_change()
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..()
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investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity")
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set_power()
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/obj/machinery/gravity_generator/main/get_status()
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if(stat & BROKEN)
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return "fix[min(broken_state, 3)]"
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return on || charging_state != POWER_IDLE ? "on" : "off"
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/obj/machinery/gravity_generator/main/update_icon()
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..()
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for(var/obj/O in parts)
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O.update_icon()
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// Set the charging state based on power/breaker.
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/obj/machinery/gravity_generator/main/proc/set_power()
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var/new_state = 0
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if(stat & (NOPOWER|BROKEN) || !breaker)
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new_state = 0
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else if(breaker)
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new_state = 1
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charging_state = new_state ? POWER_UP : POWER_DOWN // Startup sequence animation.
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investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity")
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update_icon()
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// Set the state of the gravity.
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/obj/machinery/gravity_generator/main/proc/set_state(new_state)
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charging_state = POWER_IDLE
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on = new_state
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use_power = on ? 2 : 1
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// Sound the alert if gravity was just enabled or disabled.
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var/alert = 0
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var/area/area = get_area(src)
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if(on && ticker && ticker.current_state == GAME_STATE_PLAYING) // If we turned on and the game is live.
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if(gravity_in_level() == 0)
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alert = 1
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investigate_log("was brought online and is now producing gravity for this level.", "gravity")
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message_admins("The gravity generator was brought online. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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else
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if(gravity_in_level() == 1)
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alert = 1
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investigate_log("was brought offline and there is now no gravity for this level.", "gravity")
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message_admins("The gravity generator was brought offline with no backup generator. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>[area.name]</a>)")
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update_icon()
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update_list()
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src.updateUsrDialog()
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if(alert)
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shake_everyone()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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// Also emit radiation and handle the overlays.
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/obj/machinery/gravity_generator/main/process()
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if(stat & BROKEN)
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return
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if(charging_state != POWER_IDLE)
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if(charging_state == POWER_UP && charge_count >= 100)
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set_state(1)
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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set_state(0)
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else
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if(charging_state == POWER_UP)
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charge_count += 2
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else if(charging_state == POWER_DOWN)
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charge_count -= 2
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if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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updateDialog()
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if(prob(25)) // To help stop "Your clothes feel warm." spam.
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pulse_radiation()
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var/overlay_state = null
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switch(charge_count)
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if(0 to 20)
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overlay_state = null
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if(21 to 40)
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overlay_state = "startup"
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if(41 to 60)
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overlay_state = "idle"
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if(61 to 80)
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overlay_state = "activating"
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if(81 to 100)
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overlay_state = "activated"
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if(overlay_state != current_overlay)
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if(middle)
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middle.cut_overlays()
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if(overlay_state)
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middle.add_overlay(overlay_state)
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current_overlay = overlay_state
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/obj/machinery/gravity_generator/main/proc/pulse_radiation()
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radiation_pulse(get_turf(src), 3, 7, 20)
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// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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var/turf/T = get_turf(src)
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for(var/mob/M in mob_list)
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if(M.z != z)
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continue
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M.update_gravity(M.mob_has_gravity())
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if(M.client)
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shake_camera(M, 15, 1)
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M.playsound_local(T, 'sound/effects/alert.ogg', 100, 1, 0.5)
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/obj/machinery/gravity_generator/main/proc/gravity_in_level()
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(gravity_generators["[T.z]"])
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return length(gravity_generators["[T.z]"])
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return 0
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/obj/machinery/gravity_generator/main/proc/update_list()
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var/turf/T = get_turf(src.loc)
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if(T)
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if(!gravity_generators["[T.z]"])
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gravity_generators["[T.z]"] = list()
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if(on)
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gravity_generators["[T.z]"] |= src
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else
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gravity_generators["[T.z]"] -= src
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// Misc
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/obj/item/weapon/paper/gravity_gen
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name = "paper- 'Generate your own gravity!'"
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info = {"<h1>Gravity Generator Instructions For Dummies</h1>
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<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
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energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
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will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
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<br>
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<h3>It blew up!</h3>
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<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
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please proceed to panic; otherwise follow these steps.</p><ol>
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<li>Secure the screws of the framework with a screwdriver.</li>
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<li>Mend the damaged framework with a welding tool.</li>
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<li>Add additional plasteel plating.</li>
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<li>Secure the additional plating with a wrench.</li></ol>"}
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