mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
See changelog.
This commit is contained in:
@@ -15,145 +15,141 @@
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var/visible = 0
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var/obj/effect/beam/i_beam/first = null
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proc
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trigger_beam()
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activate()
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/obj/item/device/assembly/infra/activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) qdel(first)
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processing_objects.Remove(src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) qdel(first)
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processing_objects.Remove(src)
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update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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return
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return secured
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process()//Old code
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if(!on)
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if(first)
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qdel(first)
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return
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/obj/item/device/assembly/infra/update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
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I.master = src
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I.density = 1
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I.set_dir(dir)
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(I)
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//world << "infra: setting limit"
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I.limit = 8
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//world << "infra: processing beam \ref[I]"
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I.process()
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return
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return
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if(holder)
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holder.update_icon()
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return
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attack_hand()
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qdel(first)
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..()
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return
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Move()
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var/t = dir
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..()
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set_dir(t)
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qdel(first)
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return
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holder_movement()
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if(!holder) return 0
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// set_dir(holder.dir)
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qdel(first)
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return 1
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trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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if(!holder)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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Topic(href, href_list)
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if(..()) return 1
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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/obj/item/device/assembly/infra/process()//Old code
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if(!on)
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if(first)
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qdel(first)
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
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I.master = src
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I.density = 1
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I.set_dir(dir)
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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if(I)
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//world << "infra: setting limit"
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I.limit = 8
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//world << "infra: processing beam \ref[I]"
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I.process()
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return
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return
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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/obj/item/device/assembly/infra/attack_hand()
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qdel(first)
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..()
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return
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/obj/item/device/assembly/infra/Move()
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var/t = dir
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..()
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set_dir(t)
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qdel(first)
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return
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder) return 0
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// set_dir(holder.dir)
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qdel(first)
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return 1
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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if(!holder)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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/obj/item/device/assembly/infra/Topic(href, href_list, state = deep_inventory_state)
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if(..()) return 1
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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if(href_list["visible"])
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visible = !(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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set_dir(turn(dir, 90))
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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return
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/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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set_dir(turn(dir, 90))
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return
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/***************************IBeam*********************************/
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