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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Fixes emitter prototype button being unreachable because it makes you immobile upon buckling to it, but requires you to be mobile to use. Fixes emitter prototype's open icon state being invisible Fixes emitters reverting icon state despite having an open panel ## Why It's Good For The Game Prototype emitters being broken and invisible was brought to my attention in discord, I found the last bug accidentally so fixed that one too. I can't find any issue report on these, but these bugs do exist trust me bro I promise. ## Changelog 🆑 fix: Prototype emitters now work. fix: Prototype emitters don't go invisible if screwdriver'd open. fix: Emitters no longer show up as their panel being closed when it is open. /🆑
561 lines
18 KiB
Plaintext
561 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/machines/engine/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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can_change_cable_layer = TRUE
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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/Initialize(mapload)
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. = ..()
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RefreshParts()
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set_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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AddComponent(/datum/component/simple_rotation)
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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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/cable_layer_change_checks(mob/living/user, obj/item/tool)
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if(welded)
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balloon_alert(user, "unweld first!")
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return FALSE
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return TRUE
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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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. = ..()
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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/datum/stock_part/micro_laser/laser in component_parts)
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max_fire_delay -= 2 SECONDS * laser.tier
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min_fire_delay -= 0.4 SECONDS * laser.tier
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fire_shoot_delay -= 2 SECONDS * laser.tier
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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/datum/stock_part/servo/servo in component_parts)
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power_usage -= 50 * servo.tier
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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 between <b>[DisplayTimeText(minimum_fire_delay)]</b> and <b>[DisplayTimeText(maximum_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/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("[src] deleted at [ADMIN_VERBOSEJMP(T)].")
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log_game("[src] deleted at [AREACOORD(T)].")
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investigate_log("deleted at [AREACOORD(T)].", INVESTIGATE_ENGINE)
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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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if(panel_open)
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icon_state = "[base_icon_state]_open"
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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("[src] turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
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log_game("[src] turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
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investigate_log("turned [active ? "ON" : "OFF"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_ENGINE)
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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(seconds_per_tick)
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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 OFF at [AREACOORD(src)]", INVESTIGATE_ENGINE)
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log_game("[src] 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 ON at [AREACOORD(src)]", INVESTIGATE_ENGINE)
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if(charge <= 80)
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charge += 2.5 * seconds_per_tick
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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/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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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=1))
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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=1))
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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, "[base_icon_state]_open", base_icon_state, 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/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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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, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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locked = FALSE
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obj_flags |= EMAGGED
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balloon_alert(user, "id lock shorted out")
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return TRUE
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/obj/machinery/power/emitter/prototype
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name = "Prototype Emitter"
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icon = 'icons/obj/weapons/turrets.dmi'
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icon_state = "protoemitter"
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base_icon_state = "protoemitter"
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icon_state_on = "protoemitter_+a"
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icon_state_underpowered = "protoemitter_+u"
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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 = FALSE, can_fall = TRUE)
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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_CONSCIOUS | AB_CHECK_INCAPACITATED
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///Stores the emitter the user is currently buckled on
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var/obj/machinery/power/emitter/prototype/proto_emitter
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///Stores the mob instance that is buckled to the emitter
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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)
|
|
build_all_button_icons()
|
|
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)
|
|
build_all_button_icons()
|
|
|
|
|
|
/obj/item/turret_control
|
|
name = "turret controls"
|
|
icon = 'icons/obj/weapons/hand.dmi'
|
|
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)
|
|
. = ..()
|
|
. |= AFTERATTACK_PROCESSED_ITEM
|
|
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, null, 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)
|
|
|
|
/obj/machinery/power/emitter/ctf
|
|
name = "Energy Cannon"
|
|
active = TRUE
|
|
active_power_usage = 0
|
|
idle_power_usage = 0
|
|
locked = TRUE
|
|
req_access = list("science")
|
|
welded = TRUE
|
|
use_power = NO_POWER_USE
|