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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 15:32:47 +00:00
*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
610 lines
16 KiB
Plaintext
610 lines
16 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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coil.turf_place(T, user)
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return
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else
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..()
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return
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/cable_color = "red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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cable_color = "yellow"
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icon = 'icons/obj/power_cond/power_cond_yellow.dmi'
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/obj/structure/cable/green
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cable_color = "green"
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icon = 'icons/obj/power_cond/power_cond_green.dmi'
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/obj/structure/cable/blue
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cable_color = "blue"
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icon = 'icons/obj/power_cond/power_cond_blue.dmi'
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/obj/structure/cable/pink
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cable_color = "pink"
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icon = 'icons/obj/power_cond/power_cond_pink.dmi'
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/obj/structure/cable/orange
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cable_color = "orange"
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icon = 'icons/obj/power_cond/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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cable_color = "cyan"
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icon = 'icons/obj/power_cond/power_cond_cyan.dmi'
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/obj/structure/cable/white
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cable_color = "white"
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icon = 'icons/obj/power_cond/power_cond_white.dmi'
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// the power cable object
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/obj/structure/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src
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/obj/structure/cable/Del() // called when a cable is deleted
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if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(powernet)
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powernet.cut_cable(src) // update the powernets
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cable_list -= src
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..() // then go ahead and delete the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/proc/updateicon()
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if(invisibility)
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icon_state = "[d1]-[d2]-f"
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else
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icon_state = "[d1]-[d2]"
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// returns the powernet this cable belongs to
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/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
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return powernet
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/obj/structure/cable/attack_tk(mob/user)
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return
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/obj/structure/cable/attackby(obj/item/W, mob/user)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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// if(power_switch)
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// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
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// return
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if (shock(user, 50))
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return
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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/weapon/cable_coil(T, 2, cable_color)
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else
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new/obj/item/weapon/cable_coil(T, 1, cable_color)
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for(var/mob/O in viewers(src, null))
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O.show_message("\red [user] cuts the cable.", 1)
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investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
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del(src)
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return
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else if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "\red [PN.avail]W in power network."
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else
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user << "\red The cable is not powered."
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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shock(user, 50, 0.7)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
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if(!prob(prb))
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return 0
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if (electrocute_mob(user, powernet, src, siemens_coeff))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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/obj/structure/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
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del(src)
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if(3.0)
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if (prob(25))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
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del(src)
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return
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// the cable coil object, used for laying cable
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#define MAXCOIL 30
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/obj/item/weapon/cable_coil
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name = "cable coil"
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icon = 'icons/obj/power.dmi'
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icon_state = "coil_red"
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item_state = "coil_red"
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var/amount = MAXCOIL
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item_color = "red"
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desc = "A coil of power cable."
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throwforce = 10
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w_class = 2.0
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throw_speed = 2
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throw_range = 5
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m_amt = 50
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g_amt = 20
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flags = CONDUCT
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slot_flags = SLOT_BELT
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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suicide_act(mob/user)
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if(locate(/obj/structure/stool) in user.loc)
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viewers(user) << "\red <b>[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.</b>"
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else
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viewers(user) << "\red <b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b>"
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return(OXYLOSS)
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/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
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..()
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src.amount = length
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if (param_color)
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item_color = param_color
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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update_icon()
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/obj/item/weapon/cable_coil/update_icon()
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if (!item_color)
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item_color = pick("red", "yellow", "blue", "green")
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if(amount == 1)
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icon_state = "coil_[item_color]1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil_[item_color]2"
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name = "cable piece"
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else
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icon_state = "coil_[item_color]"
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name = "cable coil"
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/obj/item/weapon/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 2)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/weapon/cable_coil/verb/make_restraint()
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set name = "Make Cable Restraints"
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set category = "Object"
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var/mob/M = usr
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if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
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if(!istype(usr.loc,/turf)) return
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if(src.amount <= 14)
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usr << "\red You need at least 15 lengths to make restraints!"
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return
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var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
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B.icon_state = "cuff_[item_color]"
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usr << "\blue You wind some cable together to make some restraints."
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src.use(15)
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else
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usr << "\blue You cannot do that."
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..()
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/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
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..()
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/weapon/cable_coil(user.loc, 1,item_color)
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user << "You cut a piece off the cable coil."
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src.update_icon()
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return
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else if( istype(W, /obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount >= MAXCOIL)
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user << "The coil is too long, you cannot add any more cable to it."
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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user << "You join the cable coils together."
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C.give(src.amount) // give it cable
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src.use(src.amount) // make sure this one cleans up right
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return
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else
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var/amt = MAXCOIL - C.amount
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user << "You transfer [amt] length\s of cable from one coil to the other."
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C.give(amt)
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src.use(amt)
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return
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/obj/item/weapon/cable_coil/proc/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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.=1 //Because del(src) stops the proc, set the default return value to 1
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if(ismob(loc)) //handle mob icon update
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var/mob/M = loc
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M.u_equip(src)
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del(src)
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else
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amount -= used
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update_icon()
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return 1
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/obj/item/weapon/cable_coil/proc/give(var/extra)
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if(amount + extra > MAXCOIL)
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amount = MAXCOIL
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else
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amount += extra
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update_icon()
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "You can't lay cable at a place that far away."
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return
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if(F.intact) // if floor is intact, complain
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/C = new(F)
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C.cableColor(item_color)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.powernet = new()
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powernets += C.powernet
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C.powernet.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 1, C.cable_color)
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del(C)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "You can't lay cable at a place that far away."
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "You can't lay cable there unless the floor tiles are removed."
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn || LC.d2 == fdirn)
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/NC = new(U)
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NC.cableColor(item_color)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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if(C.powernet)
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NC.powernet = C.powernet
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NC.powernet.cables += NC
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.cable_color)
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del(NC)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "There's already a cable at that position."
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return
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C.cableColor(item_color)
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C.d1 = nd1
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C.d2 = nd2
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C.add_fingerprint()
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C.updateicon()
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C.mergeConnectedNetworks(C.d1)
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 2, C.cable_color)
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del(C)
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return
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C.denode()// this call may have disconnected some cables that terminated on the centre of the turf, if so split the powernets.
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return
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/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
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var/turf/TB
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if(!(d1 == direction || d2 == direction))
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return
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TB = get_step(src, direction)
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for(var/obj/structure/cable/TC in TB)
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if(!TC)
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continue
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if(src == TC)
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continue
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var/fdir = (!direction)? 0 : turn(direction, 180)
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if(TC.d1 == fdir || TC.d2 == fdir)
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if(!TC.powernet)
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TC.powernet = new()
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powernets += TC.powernet
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TC.powernet.cables += TC
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if(powernet)
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merge_powernets(powernet,TC.powernet)
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else
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powernet = TC.powernet
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powernet.cables += src
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/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
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if(!powernet)
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powernet = new()
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powernets += powernet
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|
powernet.cables += src
|
|
|
|
for(var/AM in loc)
|
|
if(istype(AM,/obj/structure/cable))
|
|
var/obj/structure/cable/C = AM
|
|
if(C.d1 == 0 && d1==0) //only connected if they are both "nodes"
|
|
if(C.powernet == powernet) continue
|
|
if(C.powernet)
|
|
merge_powernets(powernet, C.powernet)
|
|
else
|
|
C.powernet = powernet
|
|
powernet.cables += C
|
|
|
|
else if(istype(AM,/obj/machinery/power/apc))
|
|
var/obj/machinery/power/apc/N = AM
|
|
if(!N.terminal) continue
|
|
if(N.terminal.powernet)
|
|
merge_powernets(powernet, N.terminal.powernet)
|
|
else
|
|
N.terminal.powernet = powernet
|
|
powernet.nodes[N.terminal] = N.terminal
|
|
|
|
else if(istype(AM,/obj/machinery/power))
|
|
var/obj/machinery/power/M = AM
|
|
if(M.powernet == powernet) continue
|
|
if(M.powernet)
|
|
merge_powernets(powernet, M.powernet)
|
|
else
|
|
M.powernet = powernet
|
|
powernet.nodes[M] = M
|
|
|
|
|
|
obj/structure/cable/proc/cableColor(var/colorC)
|
|
var/color_n = "red"
|
|
if(colorC)
|
|
color_n = colorC
|
|
cable_color = color_n
|
|
switch(colorC)
|
|
if("red")
|
|
icon = 'icons/obj/power_cond/power_cond_red.dmi'
|
|
if("yellow")
|
|
icon = 'icons/obj/power_cond/power_cond_yellow.dmi'
|
|
if("green")
|
|
icon = 'icons/obj/power_cond/power_cond_green.dmi'
|
|
if("blue")
|
|
icon = 'icons/obj/power_cond/power_cond_blue.dmi'
|
|
if("pink")
|
|
icon = 'icons/obj/power_cond/power_cond_pink.dmi'
|
|
if("orange")
|
|
icon = 'icons/obj/power_cond/power_cond_orange.dmi'
|
|
if("cyan")
|
|
icon = 'icons/obj/power_cond/power_cond_cyan.dmi'
|
|
if("white")
|
|
icon = 'icons/obj/power_cond/power_cond_white.dmi'
|
|
|
|
/obj/item/weapon/cable_coil/cut
|
|
item_state = "coil_red2"
|
|
|
|
/obj/item/weapon/cable_coil/cut/New(loc)
|
|
..()
|
|
src.amount = rand(1,2)
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
update_icon()
|
|
|
|
/obj/item/weapon/cable_coil/yellow
|
|
item_color = "yellow"
|
|
icon_state = "coil_yellow"
|
|
|
|
/obj/item/weapon/cable_coil/blue
|
|
item_color = "blue"
|
|
icon_state = "coil_blue"
|
|
item_state = "coil_blue"
|
|
|
|
/obj/item/weapon/cable_coil/green
|
|
item_color = "green"
|
|
icon_state = "coil_green"
|
|
|
|
/obj/item/weapon/cable_coil/pink
|
|
item_color = "pink"
|
|
icon_state = "coil_pink"
|
|
|
|
/obj/item/weapon/cable_coil/orange
|
|
item_color = "orange"
|
|
icon_state = "coil_orange"
|
|
|
|
/obj/item/weapon/cable_coil/cyan
|
|
item_color = "cyan"
|
|
icon_state = "coil_cyan"
|
|
|
|
/obj/item/weapon/cable_coil/white
|
|
item_color = "white"
|
|
icon_state = "coil_white"
|
|
|
|
/obj/item/weapon/cable_coil/random/New()
|
|
item_color = pick("red","yellow","green","blue","pink")
|
|
icon_state = "coil_[item_color]"
|
|
..()
|