mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 10:01:58 +00:00
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
260 lines
7.6 KiB
Plaintext
260 lines
7.6 KiB
Plaintext
/obj/item/weapon/holosign_creator
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name = "holographic sign projector"
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desc = "A handy-dandy holographic projector that displays a janitorial sign."
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icon = 'icons/obj/device.dmi'
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icon_state = "signmaker"
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item_state = "electronic"
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force = 0
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w_class = 2
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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origin_tech = "magnets=1;programming=3"
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flags = NOBLUDGEON
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var/list/signs = list()
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var/max_signs = 10
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var/creation_time = 0 //time to create a holosign in deciseconds.
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var/holosign_type = /obj/effect/overlay/holograph/wetsign
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var/holocreator_busy = 0 //to prevent placing multiple holo barriers at once
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/obj/item/weapon/holosign_creator/afterattack(atom/target, mob/user, flag)
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if(flag)
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if(!check_allowed_items(target, 1))
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return
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var/turf/T = get_turf(target)
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var/obj/effect/overlay/holograph/H = locate(holosign_type) in T
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if(H)
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user << "<span class='notice'>You use [src] to deactivate [H].</span>"
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qdel(H)
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else
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if(!is_blocked_turf(T)) //can't put holograms on a tile that has dense stuff
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if(holocreator_busy)
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user << "<span class='notice'>[src] is busy creating a hologram.</span>"
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return
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if(signs.len < max_signs)
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playsound(src.loc, 'sound/machines/click.ogg', 20, 1)
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if(creation_time)
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holocreator_busy = 1
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if(!do_after(user, creation_time, target = target))
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holocreator_busy = 0
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return
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holocreator_busy = 0
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if(signs.len >= max_signs)
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return
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if(is_blocked_turf(T)) //don't try to sneak dense stuff on our tile during the wait.
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return
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H = new holosign_type(get_turf(target), src)
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user << "<span class='notice'>You create \a [H] with [src].</span>"
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else
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user << "<span class='notice'>[src] is projecting at max capacity!</span>"
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/obj/item/weapon/holosign_creator/attack(mob/living/carbon/human/M, mob/user)
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return
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/obj/item/weapon/holosign_creator/attack_self(mob/user)
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if(signs.len)
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for(var/H in signs)
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qdel(H)
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user << "<span class='notice'>You clear all active holograms.</span>"
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/obj/item/weapon/holosign_creator/security
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name = "security holobarrier projector"
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desc = "A holographic projector that creates holographic security barriers."
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icon_state = "signmaker_sec"
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holosign_type = /obj/effect/overlay/holograph/barrier
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creation_time = 30
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max_signs = 6
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/obj/item/weapon/holosign_creator/engineering
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name = "engineering holobarrier projector"
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desc = "A holographic projector that creates holographic engineering barriers."
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icon_state = "signmaker_engi"
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holosign_type = /obj/effect/overlay/holograph/barrier/engineering
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creation_time = 30
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max_signs = 6
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/obj/item/weapon/holosign_creator/cyborg
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name = "Energy Barrier Projector"
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desc = "A holographic projector that creates fragile energy fields"
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creation_time = 5
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max_signs = 9
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holosign_type = /obj/effect/overlay/holograph/barrier/cyborg
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var/shock = 0
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/obj/item/weapon/holosign_creator/cyborg/attack_self(mob/user)
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if(isrobot(user))
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var/mob/living/silicon/robot/R = user
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if(shock)
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user <<"<span class='notice'>You clear all active holograms, and reset your projector to normal.</span>"
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holosign_type = /obj/effect/overlay/holograph/barrier/cyborg
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creation_time = 5
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if(signs.len)
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for(var/H in signs)
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qdel(H)
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shock = 0
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return
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else if(R.emagged&&!shock)
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user <<"<span class='warning'>You clear all active holograms, and overload your energy projector!</span>"
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holosign_type = /obj/effect/overlay/holograph/barrier/cyborg/hacked
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creation_time = 30
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if(signs.len)
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for(var/H in signs)
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qdel(H)
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shock = 1
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return
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else
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if(signs.len)
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for(var/H in signs)
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qdel(H)
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user << "<span class='notice'>You clear all active holograms.</span>"
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if(signs.len)
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for(var/H in signs)
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qdel(H)
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user << "<span class='notice'>You clear all active holograms.</span>"
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/obj/effect/overlay/holograph
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icon = 'icons/effects/effects.dmi'
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anchored = 1
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var/holo_integrity = 1
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var/obj/item/weapon/holosign_creator/projector
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/obj/effect/overlay/holograph/New(loc, source_projector)
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if(source_projector)
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projector = source_projector
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projector.signs += src
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..()
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/obj/effect/overlay/holograph/Destroy()
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if(projector)
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projector.signs -= src
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projector = null
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return ..()
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/obj/effect/overlay/holograph/attacked_by(obj/item/I, mob/user)
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..()
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take_damage(I.force * 0.5, I.damtype)
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/obj/effect/overlay/holograph/blob_act(obj/effect/blob/B)
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qdel(src)
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/obj/effect/overlay/holograph/attack_animal(mob/living/simple_animal/M)
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if(!M.melee_damage_upper)
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return
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attack_generic(5, M)
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/obj/effect/overlay/holograph/attack_alien(mob/living/carbon/alien/A)
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attack_generic(5, A)
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/obj/effect/overlay/holograph/attack_hand(mob/living/user)
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attack_generic(1, user)
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/obj/effect/overlay/holograph/mech_melee_attack(obj/mecha/M)
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M.do_attack_animation(src)
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playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
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visible_message("<span class='danger'>[M.name] has hit [src].</span>")
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qdel(src)
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/obj/effect/overlay/holograph/attack_slime(mob/living/simple_animal/slime/S)
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if(S.is_adult)
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attack_generic(5, S)
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else
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attack_generic(2, S)
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/obj/effect/overlay/holograph/proc/attack_generic(damage_amount, mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>[user] hits [src].</span>", \
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"<span class='danger'>You hit [src].</span>" )
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take_damage(damage_amount)
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/obj/effect/overlay/holograph/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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switch(damage_type)
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if(BRUTE)
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if(damage && sound_effect)
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playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
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if(BURN)
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if(damage && sound_effect)
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playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
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else
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return
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holo_integrity -= damage
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if(holo_integrity <= 0)
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qdel(src)
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/obj/effect/overlay/holograph/hitby(atom/movable/AM)
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..()
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var/tforce = 1
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if(ismob(AM))
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tforce = 5
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = max(1, I.throwforce * 0.2)
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take_damage(tforce)
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/obj/effect/overlay/holograph/bullet_act(obj/item/projectile/P)
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. = ..()
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take_damage(P.damage * 0.5, P.damage_type)
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/obj/effect/overlay/holograph/wetsign
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name = "wet floor sign"
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desc = "The words flicker as if they mean nothing."
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icon_state = "holosign"
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/obj/effect/overlay/holograph/barrier
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name = "holo barrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags = LETPASSTHROW
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density = 1
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holo_integrity = 4
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/obj/effect/overlay/holograph/barrier/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(!density)
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return 1
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if(air_group || (height==0))
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return 1
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if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
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return 1
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.m_intent == "walk")
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return 1
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/obj/effect/overlay/holograph/barrier/engineering
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icon_state = "holosign_engi"
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/obj/effect/overlay/holograph/barrier/cyborg
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement"
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density = 1
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holo_integrity = 1
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/obj/effect/overlay/holograph/barrier/CanPass()
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return 0
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/obj/effect/overlay/holograph/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it"
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holo_integrity = 3
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var/shockcd = 0
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/obj/effect/overlay/holograph/barrier/cyborg/hacked/attack_hand(mob/living/user)
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if(!shockcd)
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if(ismob(user))
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var/mob/living/M = user
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M.electrocute_act(15,"Energy Barrier", safety=1)
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shockcd = 1
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spawn(10)
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shockcd = 0
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/obj/effect/overlay/holograph/barrier/cyborg/hacked/Bumped(atom/user)
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if(!shockcd)
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if(ismob(user))
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var/mob/living/M = user
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M.electrocute_act(15,"Energy Barrier", safety=1)
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shockcd = 1
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spawn(10)
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shockcd = 0
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