mirror of
https://github.com/Bubberstation/Bubberstation.git
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570 lines
18 KiB
Plaintext
570 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' //SKYRAT EDIT CHANGE - ICON OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
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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/items/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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//Add to the early process queue to prioritize power draw
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SSmachines.processing_early += src
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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_act(mob/living/user, obj/item/tool)
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if(panel_open)
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return NONE
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if(welded)
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balloon_alert(user, "unweld first!")
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return ITEM_INTERACT_BLOCKING
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return ..()
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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, convert = FALSE)]</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_early(seconds_per_tick)
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var/power_usage = active_power_usage * seconds_per_tick
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if(machine_stat & (BROKEN))
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return
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if(!welded || (!powernet && 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(power_usage && surplus() < 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(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/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(istype(energy_gun, /obj/item/gun/energy/cell_loaded))//SKYRAT EDIT MEDIGUNS
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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/vehicles/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/vehicles/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
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/datum/action/innate/proto_emitter/Destroy()
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proto_emitter = null
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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/vehicles/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/vehicles/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/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
|
|
return NONE
|
|
return ranged_interact_with_atom(interacting_with, user, modifiers)
|
|
|
|
/obj/item/turret_control/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
var/obj/machinery/power/emitter/emitter = user.buckled
|
|
emitter.setDir(get_dir(emitter, interacting_with))
|
|
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, list2params(modifiers))
|
|
|
|
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/buzz-sigh.ogg', 50, TRUE)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/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
|