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Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius. It can be attained by researching Security Modules, and then printed like any other module. It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
369 lines
14 KiB
Plaintext
369 lines
14 KiB
Plaintext
//Security modules for MODsuits
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///Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
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/obj/item/mod/module/magnetic_harness
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name = "MOD magnetic harness module"
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desc = "Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer."
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icon_state = "mag_harness"
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/magnetic_harness)
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/// Time before we activate the magnet.
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var/magnet_delay = 0.8 SECONDS
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/// The typecache of all guns we allow.
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var/static/list/guns_typecache
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/// The guns already allowed by the modsuit chestplate.
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var/list/already_allowed_guns = list()
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/obj/item/mod/module/magnetic_harness/Initialize(mapload)
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. = ..()
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if(!guns_typecache)
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guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe))
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/obj/item/mod/module/magnetic_harness/on_install()
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already_allowed_guns = guns_typecache & mod.chestplate.allowed
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mod.chestplate.allowed |= guns_typecache
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/obj/item/mod/module/magnetic_harness/on_uninstall(deleting = FALSE)
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if(deleting)
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return
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mod.chestplate.allowed -= (guns_typecache - already_allowed_guns)
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/obj/item/mod/module/magnetic_harness/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM, .proc/check_dropped_item)
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/obj/item/mod/module/magnetic_harness/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM)
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/obj/item/mod/module/magnetic_harness/proc/check_dropped_item(datum/source, obj/item/dropped_item, force, new_location)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(dropped_item, guns_typecache))
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return
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if(new_location != get_turf(src))
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return
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addtimer(CALLBACK(src, .proc/pick_up_item, dropped_item), magnet_delay)
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/obj/item/mod/module/magnetic_harness/proc/pick_up_item(obj/item/item)
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if(!isturf(item.loc) || !item.Adjacent(mod.wearer))
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return
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if(!mod.wearer.equip_to_slot_if_possible(item, ITEM_SLOT_SUITSTORE, qdel_on_fail = FALSE, disable_warning = TRUE))
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return
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playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
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balloon_alert(mod.wearer, "[item] reattached")
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drain_power(use_power_cost)
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///Pepper Shoulders - When hit, reacts with a spray of pepper spray around the user.
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/obj/item/mod/module/pepper_shoulders
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name = "MOD pepper shoulders module"
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desc = "A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user."
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icon_state = "pepper_shoulder"
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module_type = MODULE_USABLE
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complexity = 1
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/pepper_shoulders)
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cooldown_time = 5 SECONDS
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overlay_state_inactive = "module_pepper"
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overlay_state_use = "module_pepper_used"
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/obj/item/mod/module/pepper_shoulders/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS, .proc/on_check_shields)
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/obj/item/mod/module/pepper_shoulders/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS)
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/obj/item/mod/module/pepper_shoulders/on_use()
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. = ..()
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if(!.)
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return
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playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
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var/datum/reagents/capsaicin_holder = new(10)
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capsaicin_holder.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 10)
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var/datum/effect_system/fluid_spread/smoke/chem/quick/smoke = new
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smoke.set_up(1, holder = src, location = get_turf(src), carry = capsaicin_holder)
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smoke.start(log = TRUE)
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QDEL_NULL(capsaicin_holder) // Reagents have a ref to their holder which has a ref to them. No leaks please.
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/obj/item/mod/module/pepper_shoulders/proc/on_check_shields()
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SIGNAL_HANDLER
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if(!COOLDOWN_FINISHED(src, cooldown_timer))
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return
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if(!check_power(use_power_cost))
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return
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mod.wearer.visible_message(span_warning("[src] reacts to the attack with a smoke of pepper spray!"), span_notice("Your [src] releases a cloud of pepper spray!"))
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on_use()
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///Holster - Instantly holsters any not huge gun.
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/obj/item/mod/module/holster
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name = "MOD holster module"
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desc = "Based off typical storage compartments, this system allows the suit to holster a \
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standard firearm across its surface and allow for extremely quick retrieval. \
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While some users prefer the chest, others the forearm for quick deployment, \
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some law enforcement prefer the holster to extend from the thigh."
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icon_state = "holster"
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module_type = MODULE_USABLE
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complexity = 2
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incompatible_modules = list(/obj/item/mod/module/holster)
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cooldown_time = 0.5 SECONDS
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allowed_inactive = TRUE
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/// Gun we have holstered.
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var/obj/item/gun/holstered
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/obj/item/mod/module/holster/on_use()
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. = ..()
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if(!.)
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return
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if(!holstered)
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var/obj/item/gun/holding = mod.wearer.get_active_held_item()
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if(!holding)
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balloon_alert(mod.wearer, "nothing to holster!")
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return
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if(!istype(holding) || holding.w_class > WEIGHT_CLASS_BULKY)
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balloon_alert(mod.wearer, "it doesn't fit!")
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return
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if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
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holstered = holding
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balloon_alert(mod.wearer, "weapon holstered")
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playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
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else if(mod.wearer.put_in_active_hand(holstered, forced = FALSE, ignore_animation = TRUE))
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balloon_alert(mod.wearer, "weapon drawn")
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playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
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else
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balloon_alert(mod.wearer, "holster full!")
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/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
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if(holstered)
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holstered.forceMove(drop_location())
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/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == holstered)
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holstered = null
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/obj/item/mod/module/holster/Destroy()
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QDEL_NULL(holstered)
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return ..()
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///Megaphone - Lets you speak loud.
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/obj/item/mod/module/megaphone
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name = "MOD megaphone module"
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desc = "A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness."
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icon_state = "megaphone"
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module_type = MODULE_TOGGLE
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complexity = 1
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use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/megaphone)
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cooldown_time = 0.5 SECONDS
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/// List of spans we add to the speaker.
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var/list/voicespan = list(SPAN_COMMAND)
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/obj/item/mod/module/megaphone/on_activation()
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. = ..()
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if(!.)
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return
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RegisterSignal(mod.wearer, COMSIG_MOB_SAY, .proc/handle_speech)
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/obj/item/mod/module/megaphone/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
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/obj/item/mod/module/megaphone/proc/handle_speech(datum/source, list/speech_args)
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SIGNAL_HANDLER
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speech_args[SPEECH_SPANS] |= voicespan
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drain_power(use_power_cost)
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///Criminal Capture - Lets you put people in transport bags.
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/obj/item/mod/module/criminalcapture
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name = "MOD criminal capture module"
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desc = "The private security that had orders to take in people dead were quite \
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happy with their space-proofed suit, but for those who wanted to bring back \
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whomever their targets were still breathing needed a way to \"share\" the \
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space-proofing. And thus: criminal capture! Creates a prisoner transport bag \
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around the apprehended that has breathable atmos and even stabilizes critical \
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conditions."
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icon_state = "criminalcapture"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/criminalcapture)
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cooldown_time = 0.5 SECONDS
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/// Max bag capacity.
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var/max_capacity = 3
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/// Time to capture a prisoner.
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var/capture_time = 1 SECONDS
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/// Time to pack a bodybag up.
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var/packup_time = 0.5 SECONDS
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/// List of our capture bags.
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var/list/criminal_capture_bags = list()
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/obj/item/mod/module/criminalcapture/Initialize(mapload)
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. = ..()
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for(var/i in 1 to max_capacity)
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criminal_capture_bags += new /obj/structure/closet/body_bag/environmental/prisoner/pressurized(src)
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/obj/item/mod/module/criminalcapture/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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if(!mod.wearer.Adjacent(target))
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return
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if(isliving(target))
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var/mob/living/living_target = target
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var/turf/target_turf = get_turf(living_target)
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playsound(src, 'sound/items/zip.ogg', 25, TRUE)
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if(!do_after(mod.wearer, capture_time, target = living_target))
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balloon_alert(mod.wearer, "interrupted!")
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return
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var/obj/structure/closet/body_bag/environmental/prisoner/dropped_bag = pop(criminal_capture_bags)
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dropped_bag.forceMove(target_turf)
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dropped_bag.close()
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living_target.forceMove(dropped_bag)
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else if(istype(target, /obj/structure/closet/body_bag/environmental/prisoner) || istype(target, /obj/item/bodybag/environmental/prisoner))
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var/obj/item/bodybag/environmental/prisoner/bag = target
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if(criminal_capture_bags.len >= max_capacity)
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balloon_alert(mod.wearer, "bag limit reached!")
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return
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playsound(src, 'sound/items/zip.ogg', 25, TRUE)
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if(!do_after(mod.wearer, packup_time, target = bag))
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balloon_alert(mod.wearer, "interrupted!")
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return
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if(criminal_capture_bags.len >= max_capacity)
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balloon_alert(mod.wearer, "bag limit reached!")
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return
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if(locate(/mob/living) in bag)
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balloon_alert(mod.wearer, "living creatures inside!")
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return
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if(istype(bag, /obj/item/bodybag/environmental/prisoner))
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bag = bag.deploy_bodybag(mod.wearer, get_turf(bag))
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var/obj/structure/closet/body_bag/environmental/prisoner/structure_bag = bag
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if(!structure_bag.opened)
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structure_bag.open(mod.wearer, force = TRUE)
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bag.forceMove(src)
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criminal_capture_bags += bag
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balloon_alert(mod.wearer, "bag stored")
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else
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balloon_alert(mod.wearer, "invalid target!")
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///Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
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/obj/item/mod/module/dispenser/mirage
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name = "MOD mirage grenade dispenser module"
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desc = "This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user."
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icon_state = "mirage_grenade"
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cooldown_time = 20 SECONDS
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overlay_state_inactive = "module_mirage_grenade"
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dispense_type = /obj/item/grenade/mirage
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/obj/item/mod/module/dispenser/mirage/on_use()
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. = ..()
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if(!.)
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return
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var/obj/item/grenade/mirage/grenade = .
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grenade.arm_grenade(mod.wearer)
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/obj/item/grenade/mirage
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name = "mirage grenade"
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desc = "A special device that, when activated, produces a holographic copy of the user."
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icon_state = "mirage"
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inhand_icon_state = "flashbang"
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det_time = 3 SECONDS
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/// Mob that threw the grenade.
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var/mob/living/thrower
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/obj/item/grenade/mirage/arm_grenade(mob/user, delayoverride, msg, volume)
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. = ..()
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thrower = user
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/obj/item/grenade/mirage/detonate(mob/living/lanced_by)
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. = ..()
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do_sparks(rand(3, 6), FALSE, src)
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if(thrower)
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var/mob/living/simple_animal/hostile/illusion/mirage/mirage = new(get_turf(src))
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mirage.Copy_Parent(thrower, 15 SECONDS)
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qdel(src)
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///Projectile Dampener - Weakens projectiles in range.
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/obj/item/mod/module/projectile_dampener
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name = "MOD projectile dampener module"
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desc = "Using technology from peaceborgs, this module weakens all projectiles in nearby range."
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icon_state = "projectile_dampener"
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module_type = MODULE_TOGGLE
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complexity = 3
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active_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/projectile_dampener)
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cooldown_time = 1.5 SECONDS
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/// Radius of the dampening field.
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var/field_radius = 2
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/// Damage multiplier on projectiles.
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var/damage_multiplier = 0.75
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/// Speed multiplier on projectiles, higher means slower.
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var/speed_multiplier = 2.5
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/// List of all tracked projectiles.
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var/list/tracked_projectiles = list()
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/// Effect image on projectiles.
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var/image/projectile_effect
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/// The dampening field
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var/datum/proximity_monitor/advanced/projectile_dampener/dampening_field
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/obj/item/mod/module/projectile_dampener/Initialize(mapload)
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. = ..()
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projectile_effect = image('icons/effects/fields.dmi', "projectile_dampen_effect")
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/obj/item/mod/module/projectile_dampener/on_activation()
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. = ..()
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if(!.)
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return
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if(istype(dampening_field))
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QDEL_NULL(dampening_field)
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dampening_field = new(mod.wearer, field_radius, TRUE, src)
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RegisterSignal(dampening_field, COMSIG_DAMPENER_CAPTURE, .proc/dampen_projectile)
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RegisterSignal(dampening_field, COMSIG_DAMPENER_RELEASE, .proc/release_projectile)
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/obj/item/mod/module/projectile_dampener/on_deactivation(display_message, deleting = FALSE)
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. = ..()
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if(!.)
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return
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QDEL_NULL(dampening_field)
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/obj/item/mod/module/projectile_dampener/proc/dampen_projectile(datum/source, obj/projectile/projectile)
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projectile.damage *= damage_multiplier
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projectile.speed *= speed_multiplier
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projectile.add_overlay(projectile_effect)
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/obj/item/mod/module/projectile_dampener/proc/release_projectile(datum/source, obj/projectile/projectile)
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projectile.damage /= damage_multiplier
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projectile.speed /= speed_multiplier
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projectile.cut_overlay(projectile_effect)
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///Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
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/obj/item/mod/module/active_sonar
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name = "MOD active sonar"
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desc = "Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. \
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Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for."
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icon_state = "active_sonar"
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module_type = MODULE_USABLE
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use_power_cost = DEFAULT_CHARGE_DRAIN * 5
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complexity = 3
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incompatible_modules = list(/obj/item/mod/module/active_sonar)
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cooldown_time = 25 SECONDS
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/obj/item/mod/module/active_sonar/on_use()
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. = ..()
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if(!.)
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return
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balloon_alert(mod.wearer, "readying sonar...")
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playsound(mod.wearer, 'sound/mecha/skyfall_power_up.ogg', vol = 20, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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if(!do_after(mod.wearer, 1.1 SECONDS))
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return
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var/creatures_detected = 0
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for(var/mob/living/creature in range(9, mod.wearer))
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if(creature == mod.wearer || creature.stat == DEAD)
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continue
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new /obj/effect/temp_visual/sonar_ping(mod.wearer.loc, mod.wearer, creature)
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creatures_detected++
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playsound(mod.wearer, 'sound/effects/ping_hit.ogg', vol = 75, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE) // Should be audible for the radius of the sonar
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to_chat(mod.wearer, span_notice("You slam your fist into the ground, sending out a sonic wave that detects [creatures_detected] living beings nearby!"))
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