mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-20 11:40:07 +01:00
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
578 lines
21 KiB
Plaintext
578 lines
21 KiB
Plaintext
/****************Explorer's Suit**************************/
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/obj/item/clothing/suit/hooded/explorer
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name = "explorer suit"
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desc = "An armoured suit for exploring harsh environments."
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icon_state = "explorer"
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item_state = "explorer"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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cold_protection = CHEST|GROIN|LEGS|ARMS
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|ARMS
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hooded = 1
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hoodtype = /obj/item/clothing/head/explorer
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
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/obj/item/clothing/head/explorer
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name = "explorer hood"
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desc = "An armoured hood for exploring harsh environments."
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icon_state = "explorer"
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body_parts_covered = HEAD
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flags = NODROP
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flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
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/obj/item/clothing/mask/gas/explorer
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name = "explorer gas mask"
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desc = "A military-grade gas mask that can be connected to an air supply."
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icon_state = "gas_mining"
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visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
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visor_flags_inv = HIDEFACIALHAIR
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visor_flags_cover = MASKCOVERSMOUTH
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actions_types = list(/datum/action/item_action/adjust)
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armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0)
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/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
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adjustmask(user)
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/obj/item/clothing/mask/gas/explorer/adjustmask(user)
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..()
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w_class = mask_adjusted ? 3 : 2
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/obj/item/clothing/mask/gas/explorer/folded/New()
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..()
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adjustmask()
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/**********************Mining Equipment Vendor Items**************************/
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/**********************Jaunter**********************/
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/obj/item/device/wormhole_jaunter
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name = "wormhole jaunter"
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desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
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icon = 'icons/obj/mining.dmi'
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icon_state = "Jaunter"
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item_state = "electronic"
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throwforce = 0
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w_class = 2
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throw_speed = 3
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throw_range = 5
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origin_tech = "bluespace=2"
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slot_flags = SLOT_BELT
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/obj/item/device/wormhole_jaunter/attack_self(mob/user)
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user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
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feedback_add_details("jaunter", "U") // user activated
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activate(user)
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/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
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var/turf/device_turf = get_turf(user)
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if(!device_turf||device_turf.z==2||device_turf.z>=7)
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user << "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>"
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return FALSE
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return TRUE
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/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
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var/list/destinations = list()
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if(isgolem(user))
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for(var/obj/item/device/radio/beacon/B in world)
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var/turf/T = get_turf(B)
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if(istype(T.loc, /area/ruin/powered/golem_ship))
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destinations += B
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// In the event golem beacon is destroyed, send to station instead
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if(destinations.len)
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return destinations
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for(var/obj/item/device/radio/beacon/B in world)
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var/turf/T = get_turf(B)
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if(T.z == ZLEVEL_STATION)
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destinations += B
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return destinations
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/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
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if(!turf_check(user))
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return
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var/list/L = get_destinations(user)
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if(!L.len)
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user << "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>"
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return
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var/chosen_beacon = pick(L)
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var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
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J.target = chosen_beacon
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try_move_adjacent(J)
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playsound(src,'sound/effects/sparks4.ogg',50,1)
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qdel(src)
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/obj/item/device/wormhole_jaunter/emp_act(power)
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var/triggered = FALSE
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if(usr.get_item_by_slot(slot_belt) == src)
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if(power == 1)
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triggered = TRUE
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else if(power == 2 && prob(50))
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triggered = TRUE
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if(triggered)
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usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
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feedback_add_details("jaunter","E") // EMP accidental activation
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activate(usr)
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/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
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if(user.get_item_by_slot(slot_belt) == src)
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user << "Your [src] activates, saving you from the chasm!</span>"
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feedback_add_details("jaunter","C") // chasm automatic activation
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activate(user)
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else
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user << "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>"
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/obj/effect/portal/wormhole/jaunt_tunnel
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name = "jaunt tunnel"
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icon = 'icons/effects/effects.dmi'
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icon_state = "bhole3"
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desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
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/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
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if(istype(M, /obj/effect))
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return
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if(istype(M, /atom/movable))
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if(do_teleport(M, target, 6))
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// KERPLUNK
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playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
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if(iscarbon(M))
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var/mob/living/carbon/L = M
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L.Weaken(3)
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if(ishuman(L))
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shake_camera(L, 20, 1)
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addtimer(L, "vomit", 20)
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/**********************Resonator**********************/
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/obj/item/weapon/resonator
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name = "resonator"
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icon = 'icons/obj/mining.dmi'
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icon_state = "resonator"
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item_state = "resonator"
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desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vacuum."
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w_class = 3
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force = 15
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throwforce = 10
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var/burst_time = 30
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var/fieldlimit = 4
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var/list/fields = list()
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var/quick_burst_mod = 0.8
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origin_tech = "magnets=3;engineering=3"
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/obj/item/weapon/resonator/upgraded
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name = "upgraded resonator"
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desc = "An upgraded version of the resonator that can produce more fields at once."
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icon_state = "resonator_u"
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item_state = "resonator_u"
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origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
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fieldlimit = 6
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quick_burst_mod = 1
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/obj/item/weapon/resonator/proc/CreateResonance(target, creator)
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var/turf/T = get_turf(target)
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var/obj/effect/resonance/R = locate(/obj/effect/resonance) in T
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if(R)
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R.resonance_damage *= quick_burst_mod
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R.burst(T)
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return
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if(fields.len < fieldlimit)
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playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
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var/obj/effect/resonance/RE = new /obj/effect/resonance(T, creator, burst_time, src)
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fields += RE
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/obj/item/weapon/resonator/attack_self(mob/user)
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if(burst_time == 50)
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burst_time = 30
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user << "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>"
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else
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burst_time = 50
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user << "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>"
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/obj/item/weapon/resonator/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(!check_allowed_items(target, 1))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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CreateResonance(target, user)
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/obj/effect/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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anchored = TRUE
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mouse_opacity = 0
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var/resonance_damage = 20
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var/creator
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var/obj/item/weapon/resonator/res
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/obj/effect/resonance/New(loc, set_creator, timetoburst, set_resonator)
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..()
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creator = set_creator
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res = set_resonator
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var/turf/proj_turf = get_turf(src)
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if(!istype(proj_turf))
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return
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var/datum/gas_mixture/environment = proj_turf.return_air()
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var/pressure = environment.return_pressure()
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if(pressure < 50)
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name = "strong resonance field"
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resonance_damage = 60
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addtimer(src, "burst", timetoburst, FALSE, proj_turf)
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/obj/effect/resonance/Destroy()
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if(res)
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res.fields -= src
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return ..()
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/obj/effect/resonance/proc/burst(turf/T)
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playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
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if(istype(T, /turf/closed/mineral))
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var/turf/closed/mineral/M = T
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M.gets_drilled(creator)
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for(var/mob/living/L in T)
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if(creator)
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add_logs(creator, L, "used a resonator field on", "resonator")
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L << "<span class='danger'>The [src.name] ruptured with you in it!</span>"
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L.apply_damage(resonance_damage, BRUTE)
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qdel(src)
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/**********************Facehugger toy**********************/
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/obj/item/clothing/mask/facehugger/toy
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item_state = "facehugger_inactive"
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desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
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throwforce = 0
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real = 0
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sterile = 1
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tint = 3 //Makes it feel more authentic when it latches on
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/obj/item/clothing/mask/facehugger/toy/Die()
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return
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/**********************Lazarus Injector**********************/
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/obj/item/weapon/lazarus_injector
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name = "lazarus injector"
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desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
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icon = 'icons/obj/syringe.dmi'
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icon_state = "lazarus_hypo"
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item_state = "hypo"
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throwforce = 0
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w_class = 2
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throw_speed = 3
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throw_range = 5
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var/loaded = 1
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var/malfunctioning = 0
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var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
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origin_tech = "biotech=4;magnets=6"
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/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
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if(!loaded)
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return
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if(istype(target, /mob/living) && proximity_flag)
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if(istype(target, /mob/living/simple_animal))
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var/mob/living/simple_animal/M = target
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if(M.sentience_type != revive_type)
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user << "<span class='info'>[src] does not work on this sort of creature.</span>"
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return
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if(M.stat == DEAD)
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M.faction = list("neutral")
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M.revive(full_heal = 1, admin_revive = 1)
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if(istype(target, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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if(malfunctioning)
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H.faction |= list("lazarus", "\ref[user]")
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H.robust_searching = 1
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H.friends += user
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H.attack_same = 1
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log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
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else
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H.attack_same = 0
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loaded = 0
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user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
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feedback_add_details("lazarus_injector", "[M.type]")
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playsound(src,'sound/effects/refill.ogg',50,1)
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icon_state = "lazarus_empty"
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return
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else
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user << "<span class='info'>[src] is only effective on the dead.</span>"
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return
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else
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user << "<span class='info'>[src] is only effective on lesser beings.</span>"
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return
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/obj/item/weapon/lazarus_injector/emp_act()
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if(!malfunctioning)
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malfunctioning = 1
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/obj/item/weapon/lazarus_injector/examine(mob/user)
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..()
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if(!loaded)
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user << "<span class='info'>[src] is empty.</span>"
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if(malfunctioning)
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user << "<span class='info'>The display on [src] seems to be flickering.</span>"
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/**********************Mining Scanners**********************/
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/obj/item/device/mining_scanner
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desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
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name = "manual mining scanner"
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icon_state = "mining1"
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item_state = "analyzer"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/cooldown = 0
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origin_tech = "engineering=1;magnets=1"
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/obj/item/device/mining_scanner/attack_self(mob/user)
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if(!user.client)
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return
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if(!cooldown)
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cooldown = 1
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spawn(40)
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cooldown = 0
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var/list/mobs = list()
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mobs |= user
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mineral_scan_pulse(mobs, get_turf(user))
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//Debug item to identify all ore spread quickly
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/obj/item/device/mining_scanner/admin
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/obj/item/device/mining_scanner/admin/attack_self(mob/user)
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for(var/turf/closed/mineral/M in world)
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if(M.scan_state)
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M.icon_state = M.scan_state
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qdel(src)
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/obj/item/device/t_scanner/adv_mining_scanner
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results. This one has an extended range."
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name = "advanced automatic mining scanner"
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icon_state = "mining0"
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item_state = "analyzer"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/cooldown = 35
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var/on_cooldown = 0
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var/range = 7
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var/meson = TRUE
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origin_tech = "engineering=3;magnets=3"
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/obj/item/device/t_scanner/adv_mining_scanner/material
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meson = FALSE
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results. This one has an extended range."
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/obj/item/device/t_scanner/adv_mining_scanner/lesser
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name = "automatic mining scanner"
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results."
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range = 4
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cooldown = 50
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/obj/item/device/t_scanner/adv_mining_scanner/lesser/material
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
|
|
meson = FALSE
|
|
|
|
/obj/item/device/t_scanner/adv_mining_scanner/scan()
|
|
if(!on_cooldown)
|
|
on_cooldown = 1
|
|
spawn(cooldown)
|
|
on_cooldown = 0
|
|
var/turf/t = get_turf(src)
|
|
var/list/mobs = recursive_mob_check(t, 1,0,0)
|
|
if(!mobs.len)
|
|
return
|
|
if(meson)
|
|
mineral_scan_pulse(mobs, t, range)
|
|
else
|
|
mineral_scan_pulse_material(mobs, t, range)
|
|
|
|
//For use with mesons
|
|
/proc/mineral_scan_pulse(list/mobs, turf/T, range = world.view)
|
|
var/list/minerals = list()
|
|
for(var/turf/closed/mineral/M in range(range, T))
|
|
if(M.scan_state)
|
|
minerals += M
|
|
if(minerals.len)
|
|
for(var/mob/user in mobs)
|
|
if(user.client)
|
|
var/client/C = user.client
|
|
for(var/turf/closed/mineral/M in minerals)
|
|
var/turf/F = get_turf(M)
|
|
var/image/I = image('icons/turf/smoothrocks.dmi', loc = F, icon_state = M.scan_state, layer = FLASH_LAYER)
|
|
C.images += I
|
|
spawn(30)
|
|
if(C)
|
|
C.images -= I
|
|
|
|
//For use with material scanners
|
|
/proc/mineral_scan_pulse_material(list/mobs, turf/T, range = world.view)
|
|
var/list/minerals = list()
|
|
for(var/turf/closed/mineral/M in range(range, T))
|
|
if(M.scan_state)
|
|
minerals += M
|
|
if(minerals.len)
|
|
for(var/turf/closed/mineral/M in minerals)
|
|
var/obj/effect/overlay/temp/mining_overlay/C = PoolOrNew(/obj/effect/overlay/temp/mining_overlay, M)
|
|
C.icon_state = M.scan_state
|
|
|
|
/obj/effect/overlay/temp/mining_overlay
|
|
layer = FLASH_LAYER
|
|
icon = 'icons/turf/smoothrocks.dmi'
|
|
anchored = 1
|
|
mouse_opacity = 0
|
|
duration = 30
|
|
pixel_x = -4
|
|
pixel_y = -4
|
|
|
|
|
|
/**********************Xeno Warning Sign**********************/
|
|
/obj/structure/sign/xeno_warning_mining
|
|
name = "DANGEROUS ALIEN LIFE"
|
|
desc = "A sign that warns would be travellers of hostile alien life in the vicinity."
|
|
icon = 'icons/obj/mining.dmi'
|
|
icon_state = "xeno_warning"
|
|
|
|
/*********************Hivelord stabilizer****************/
|
|
|
|
/obj/item/weapon/hivelordstabilizer
|
|
name = "stabilizing serum"
|
|
icon = 'icons/obj/chemical.dmi'
|
|
icon_state = "bottle19"
|
|
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
|
|
w_class = 1
|
|
origin_tech = "biotech=3"
|
|
|
|
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
|
|
var/obj/item/organ/hivelord_core/C = M
|
|
if(!istype(C, /obj/item/organ/hivelord_core))
|
|
user << "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>"
|
|
return ..()
|
|
|
|
C.preserved()
|
|
user << "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>"
|
|
qdel(src)
|
|
|
|
/*********************Mining Hammer****************/
|
|
/obj/item/weapon/twohanded/required/mining_hammer
|
|
icon = 'icons/obj/mining.dmi'
|
|
icon_state = "mining_hammer1"
|
|
item_state = "mining_hammer1"
|
|
name = "proto-kinetic crusher"
|
|
desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club.\
|
|
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna. \
|
|
\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
|
|
This weapon is only particularly effective against large creatures.</span>"
|
|
force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
|
|
w_class = 4
|
|
slot_flags = SLOT_BACK
|
|
force_unwielded = 20 //It's never not wielded so these are the same
|
|
force_wielded = 20
|
|
throwforce = 5
|
|
throw_speed = 4
|
|
luminosity = 4
|
|
armour_penetration = 10
|
|
materials = list(MAT_METAL=1150, MAT_GLASS=2075)
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
attack_verb = list("smashes", "crushes", "cleaves", "chops", "pulps")
|
|
sharpness = IS_SHARP
|
|
var/charged = 1
|
|
var/charge_time = 16
|
|
var/atom/mark = null
|
|
var/marked_image = null
|
|
|
|
/obj/item/projectile/destabilizer
|
|
name = "destabilizing force"
|
|
icon_state = "pulse1"
|
|
damage = 0 //We're just here to mark people. This is still a melee weapon.
|
|
damage_type = BRUTE
|
|
flag = "bomb"
|
|
range = 6
|
|
var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced = null
|
|
|
|
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0)
|
|
if(hammer_synced)
|
|
if(hammer_synced.mark == target)
|
|
return ..()
|
|
if(isliving(target))
|
|
if(hammer_synced.mark && hammer_synced.marked_image)
|
|
hammer_synced.mark.underlays -= hammer_synced.marked_image
|
|
hammer_synced.marked_image = null
|
|
var/mob/living/L = target
|
|
if(L.mob_size >= MOB_SIZE_LARGE)
|
|
hammer_synced.mark = L
|
|
var/image/I = image('icons/effects/effects.dmi', loc = L, icon_state = "shield2",pixel_y = (-L.pixel_y),pixel_x = (-L.pixel_x))
|
|
L.underlays += I
|
|
hammer_synced.marked_image = I
|
|
var/target_turf = get_turf(target)
|
|
if(istype(target_turf, /turf/closed/mineral))
|
|
var/turf/closed/mineral/M = target_turf
|
|
PoolOrNew(/obj/effect/overlay/temp/kinetic_blast, M)
|
|
M.gets_drilled(firer)
|
|
..()
|
|
|
|
/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
|
|
if(!proximity_flag && charged)//Mark a target, or mine a tile.
|
|
var/turf/proj_turf = get_turf(src)
|
|
if(!istype(proj_turf, /turf))
|
|
return
|
|
var/datum/gas_mixture/environment = proj_turf.return_air()
|
|
var/pressure = environment.return_pressure()
|
|
if(pressure > 50)
|
|
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
|
return
|
|
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(user.loc)
|
|
D.preparePixelProjectile(target,get_turf(target), user)
|
|
D.hammer_synced = src
|
|
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
|
|
D.fire()
|
|
charged = 0
|
|
icon_state = "mining_hammer1_uncharged"
|
|
addtimer(src, "Recharge", charge_time)
|
|
return
|
|
if(proximity_flag && target == mark && isliving(target))
|
|
var/mob/living/L = target
|
|
PoolOrNew(/obj/effect/overlay/temp/kinetic_blast, get_turf(L))
|
|
mark = 0
|
|
if(L.mob_size >= MOB_SIZE_LARGE)
|
|
L.underlays -= marked_image
|
|
qdel(marked_image)
|
|
marked_image = null
|
|
var/backstab = check_target_facings(user, L)
|
|
var/def_check = L.getarmor(type = "bomb")
|
|
if(backstab == FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR || backstab == FACING_SAME_DIR)
|
|
L.apply_damage(80, BRUTE, blocked = def_check)
|
|
playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
|
|
else
|
|
L.apply_damage(50, BRUTE, blocked = def_check)
|
|
|
|
/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
|
|
if(!charged)
|
|
charged = 1
|
|
icon_state = "mining_hammer1"
|
|
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
|
|
|
|
/obj/item/weapon/twohanded/required/mining_hammer/pickup(mob/user)
|
|
..()
|
|
user.AddLuminosity(luminosity)
|
|
|
|
/obj/item/weapon/twohanded/required/mining_hammer/dropped(mob/user)
|
|
..()
|
|
user.AddLuminosity(-luminosity) |