mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-24 08:02:57 +00:00
311 lines
9.6 KiB
Plaintext
311 lines
9.6 KiB
Plaintext
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/obj/machinery/power/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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var/icon_state_on = "emitter_+a"
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anchored = 0
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density = 1
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req_access = list(access_engine_equip)
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use_power = 0
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idle_power_usage = 10
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active_power_usage = 300
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var/active = 0
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var/powered = 0
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var/fire_delay = 100
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var/maximum_fire_delay = 100
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var/minimum_fire_delay = 20
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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var/projectile_type = /obj/item/projectile/beam/emitter
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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/obj/machinery/power/emitter/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/emitter(null)
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B.apply_default_parts(src)
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RefreshParts()
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wires = new /datum/wires/emitter(src)
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/obj/item/weapon/circuitboard/machine/emitter
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name = "Emitter (Machine Board)"
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build_path = /obj/machinery/power/emitter
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origin_tech = "programming=3;powerstorage=4;engineering=4"
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req_components = list(
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/obj/item/weapon/stock_parts/micro_laser = 1,
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/obj/item/weapon/stock_parts/manipulator = 1)
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/obj/machinery/power/emitter/RefreshParts()
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var/max_firedelay = 120
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var/firedelay = 120
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var/min_firedelay = 24
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var/power_usage = 350
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for(var/obj/item/weapon/stock_parts/micro_laser/L in component_parts)
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max_firedelay -= 20 * L.rating
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min_firedelay -= 4 * L.rating
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firedelay -= 20 * L.rating
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maximum_fire_delay = max_firedelay
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minimum_fire_delay = min_firedelay
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fire_delay = firedelay
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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power_usage -= 50 * M.rating
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active_power_usage = power_usage
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/obj/machinery/power/emitter/verb/rotate()
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set name = "Rotate"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if (src.anchored)
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to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
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return 0
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src.setDir(turn(src.dir, 270))
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return 1
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/obj/machinery/power/emitter/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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else
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rotate()
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/obj/machinery/power/emitter/Initialize()
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..()
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if(state == 2 && anchored)
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connect_to_network()
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/obj/machinery/power/emitter/Destroy()
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if(SSticker && SSticker.current_state == GAME_STATE_PLAYING)
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message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter deleted at ([x],[y],[z])")
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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z]) at [get_area(src)]","singulo")
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return ..()
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/obj/machinery/power/emitter/update_icon()
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if (active && powernet && avail(active_power_usage))
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icon_state = icon_state_on
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/emitter/attack_hand(mob/user)
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src.add_fingerprint(user)
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if(state == 2)
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if(!powernet)
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to_chat(user, "<span class='warning'>The emitter isn't connected to a wire!</span>")
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return 1
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if(!src.locked)
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if(src.active==1)
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src.active = 0
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to_chat(user, "<span class='notice'>You turn off \the [src].</span>")
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message_admins("Emitter turned off by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter turned off by [key_name(user)] in ([x],[y],[z])")
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investigate_log("turned <font color='red'>off</font> by [key_name(user)] at [get_area(src)]","singulo")
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else
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src.active = 1
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to_chat(user, "<span class='notice'>You turn on \the [src].</span>")
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src.shot_number = 0
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src.fire_delay = maximum_fire_delay
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investigate_log("turned <font color='green'>on</font> by [key_name(user)] at [get_area(src)]","singulo")
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update_icon()
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else
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to_chat(user, "<span class='warning'>The controls are locked!</span>")
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else
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to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first!</span>")
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return 1
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/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
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if(ismegafauna(M) && anchored)
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state = 0
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anchored = FALSE
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M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
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else
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..()
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if(!anchored)
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step(src, get_dir(M, src))
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/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
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// add_load(1000)
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/* if((severity == 1)&&prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1 */
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return 1
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/obj/machinery/power/emitter/process()
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if(stat & (BROKEN))
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return
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if(src.state != 2 || (!powernet && active_power_usage))
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src.active = 0
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update_icon()
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return
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if(src.active == 1)
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if(!active_power_usage || avail(active_power_usage))
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add_load(active_power_usage)
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if(!powered)
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powered = 1
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update_icon()
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investigate_log("regained power and turned <font color='green'>on</font> at [get_area(src)]","singulo")
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else
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if(powered)
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powered = 0
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update_icon()
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investigate_log("lost power and turned <font color='red'>off</font> at [get_area(src)]","singulo")
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log_game("Emitter lost power in ([x],[y],[z])")
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return
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if(!check_delay())
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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((src.last_shot + src.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(state != 2)
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return FALSE
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if(avail(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()
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 20
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src.shot_number ++
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else
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src.fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
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src.shot_number = 0
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var/obj/item/projectile/A = new projectile_type(src.loc)
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A.setDir(src.dir)
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playsound(src.loc, projectile_sound, 25, 1)
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if(prob(35))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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switch(dir)
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if(NORTH)
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A.yo = 20
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A.xo = 0
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if(EAST)
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A.yo = 0
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A.xo = 20
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if(WEST)
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A.yo = 0
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A.xo = -20
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else // Any other
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A.yo = -20
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A.xo = 0
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A.starting = loc
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A.fire()
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/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
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if(state == EM_WELDED)
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if(!silent)
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to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(anchored)
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state = EM_SECURED
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else
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state = EM_UNSECURED
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
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return
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default_unfasten_wrench(user, W, 0)
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(active)
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to_chat(user, "Turn \the [src] off first.")
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return
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switch(state)
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if(EM_UNSECURED)
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to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>")
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if(EM_SECURED)
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if(WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to weld the [name] to the floor.", \
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"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if(do_after(user,20*W.toolspeed, target = src) && WT.isOn())
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state = EM_WELDED
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to_chat(user, "<span class='notice'>You weld \the [src] to the floor.</span>")
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connect_to_network()
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if(EM_WELDED)
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if(WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
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"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if(do_after(user,20*W.toolspeed, target = src) && WT.isOn())
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state = EM_SECURED
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to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
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disconnect_from_network()
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return
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if(W.GetID())
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if(emagged)
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to_chat(user, "<span class='warning'>The lock seems to be broken!</span>")
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return
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if(allowed(user))
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if(active)
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locked = !locked
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to_chat(user, "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>")
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else
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to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online!</span>")
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else
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to_chat(user, "<span class='danger'>Access denied.</span>")
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return
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if(is_wire_tool(W) && panel_open)
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wires.interact(user)
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return
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if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_pry_open(W))
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return
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/emitter/emag_act(mob/user)
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if(!emagged)
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locked = 0
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emagged = 1
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if(user)
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user.visible_message("[user.name] emags the [src.name].","<span class='notice'>You short out the lock.</span>")
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