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* Fixes typos in span, other html elements (#63510) Atomizes a much larger PR for another time... There are typos in span and other html messages that causes them to not render correctly or at all. Bug fixes Converts those instances of span to use the macro * Fixes typos in span, other html elements Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
245 lines
7.1 KiB
Plaintext
245 lines
7.1 KiB
Plaintext
/obj/structure/trap
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name = "IT'S A TRAP"
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desc = "Stepping on me is a guaranteed bad day."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "trap"
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density = FALSE
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anchored = TRUE
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alpha = 30 //initially quite hidden when not "recharging"
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var/flare_message = "<span class='warning'>the trap flares brightly!</span>"
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var/last_trigger = 0
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var/time_between_triggers = 600 //takes a minute to recharge
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var/charges = INFINITY
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var/checks_antimagic = TRUE
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var/list/static/ignore_typecache
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var/list/mob/immune_minds = list()
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var/sparks = TRUE
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var/datum/effect_system/spark_spread/spark_system
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/obj/structure/trap/Initialize(mapload)
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. = ..()
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flare_message = "<span class='warning'>[src] flares brightly!</span>"
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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if(!ignore_typecache)
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ignore_typecache = typecacheof(list(
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/obj/effect,
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/mob/dead))
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/obj/structure/trap/Destroy()
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qdel(spark_system)
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spark_system = null
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. = ..()
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/obj/structure/trap/examine(mob/user)
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. = ..()
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if(!isliving(user))
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return
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if(user.mind && (user.mind in immune_minds))
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return
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if(get_dist(user, src) <= 1)
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. += span_notice("You reveal [src]!")
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flare()
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/obj/structure/trap/proc/flare()
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// Makes the trap visible, and starts the cooldown until it's
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// able to be triggered again.
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visible_message(flare_message)
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if(sparks)
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spark_system.start()
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alpha = 200
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last_trigger = world.time
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charges--
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if(charges <= 0)
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animate(src, alpha = 0, time = 10)
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QDEL_IN(src, 10)
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else
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(last_trigger + time_between_triggers > world.time)
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return
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// Don't want the traps triggered by sparks, ghosts or projectiles.
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if(is_type_in_typecache(AM, ignore_typecache))
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return
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if(ismob(AM))
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var/mob/M = AM
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if(M.mind in immune_minds)
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return
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if(checks_antimagic && M.anti_magic_check())
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flare()
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return
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if(charges <= 0)
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return
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flare()
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if(isliving(AM))
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trap_effect(AM)
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/obj/structure/trap/proc/trap_effect(mob/living/L)
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return
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/obj/structure/trap/stun
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name = "shock trap"
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desc = "A trap that will shock and render you immobile. You'd better avoid it."
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icon_state = "trap-shock"
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var/stun_time = 100
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(stun_time)
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/obj/structure/trap/stun/hunter
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_on"
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stun_time = 200
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sparks = FALSE //the item version gives them off to prevent runtimes (see Destroy())
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checks_antimagic = FALSE
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var/obj/item/bountytrap/stored_item
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var/caught = FALSE
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/obj/structure/trap/stun/hunter/Initialize(mapload)
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. = ..()
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time_between_triggers = 10
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flare_message = "<span class='warning'>[src] snaps shut!</span>"
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/obj/structure/trap/stun/hunter/Destroy()
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if(!QDELETED(stored_item))
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qdel(stored_item)
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stored_item = null
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return ..()
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/obj/structure/trap/stun/hunter/on_entered(datum/source, atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
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return
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caught = TRUE
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. = ..()
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/obj/structure/trap/stun/hunter/flare()
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..()
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var/turf/our_turf = get_turf(src)
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if(!our_turf)
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return
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stored_item.forceMove(get_turf(src))
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forceMove(stored_item)
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if(caught)
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stored_item.announce_fugitive()
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caught = FALSE
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/obj/item/bountytrap
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_off"
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var/obj/structure/trap/stun/hunter/stored_trap
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var/obj/item/radio/radio
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var/datum/effect_system/spark_spread/spark_system
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/obj/item/bountytrap/Initialize(mapload)
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. = ..()
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radio = new(src)
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radio.subspace_transmission = TRUE
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radio.canhear_range = 0
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radio.recalculateChannels()
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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name = "[name] #[rand(1, 999)]"
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stored_trap = new(src)
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stored_trap.name = name
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stored_trap.stored_item = src
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/obj/item/bountytrap/proc/announce_fugitive()
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spark_system.start()
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playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
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radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
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/obj/item/bountytrap/attack_self(mob/living/user)
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var/turf/T = get_turf(src)
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if(!user || !user.transferItemToLoc(src, T))//visibly unequips
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return
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to_chat(user, span_notice("You set up [src]. Examine while close to disarm it."))
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stored_trap.forceMove(T)//moves trap to ground
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forceMove(stored_trap)//moves item into trap
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/obj/item/bountytrap/Destroy()
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if(!QDELETED(stored_trap))
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qdel(stored_trap)
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stored_trap = null
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QDEL_NULL(radio)
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QDEL_NULL(spark_system)
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. = ..()
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/obj/structure/trap/fire
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name = "flame trap"
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desc = "A trap that will set you ablaze. You'd better avoid it."
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icon_state = "trap-fire"
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/obj/structure/trap/fire/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>Spontaneous combustion!</B>"))
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L.Paralyze(20)
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new /obj/effect/hotspot(get_turf(src))
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/obj/structure/trap/chill
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name = "frost trap"
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desc = "A trap that will chill you to the bone. You'd better avoid it."
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icon_state = "trap-frost"
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/obj/structure/trap/chill/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>You're frozen solid!</B>"))
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L.Paralyze(20)
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L.adjust_bodytemperature(-300)
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L.apply_status_effect(/datum/status_effect/freon)
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/obj/structure/trap/damage
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name = "earth trap"
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desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
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icon_state = "trap-earth"
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/obj/structure/trap/damage/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>The ground quakes beneath your feet!</B>"))
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L.Paralyze(100)
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L.adjustBruteLoss(35)
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var/obj/structure/flora/rock/giant_rock = new(get_turf(src))
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QDEL_IN(giant_rock, 200)
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/obj/structure/trap/ward
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name = "divine ward"
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desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
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icon_state = "ward"
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density = TRUE
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/Initialize(mapload)
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. = ..()
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QDEL_IN(src, time_between_triggers)
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/obj/structure/trap/cult
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name = "unholy trap"
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desc = "A trap that rings with unholy energy. You think you hear... chittering?"
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icon_state = "trap-cult"
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/obj/structure/trap/cult/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>With a crack, the hostile constructs come out of hiding, stunning you!</B>"))
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L.electrocute_act(10, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(20)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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QDEL_IN(src, 30)
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