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Traitor Borg lockdown, blowing-up fixed; can now self-hack.
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@@ -336,7 +336,7 @@
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weaponlock_time = 120
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/mob/living/silicon/robot/update_canmove()
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if(paralysis || stunned || weakened || buckled || lockcharge || !is_component_functioning("actuator")) canmove = 0
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if(paralysis || stunned || weakened || buckled || lockdown || !is_component_functioning("actuator")) canmove = 0
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else canmove = 1
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return canmove
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@@ -81,7 +81,8 @@
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var/weapon_lock = 0
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var/weaponlock_time = 120
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var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
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var/lockcharge //Used when locking down a borg to preserve cell charge
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var/lockcharge //Used when looking to see if a borg is locked down.
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var/lockdown = 0 //Controls whether or not the borg is actually locked down.
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var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
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var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
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var/tracking_entities = 0 //The number of known entities currently accessing the internal camera
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@@ -864,6 +865,7 @@
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disconnect_from_ai()
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lawupdate = 0
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lockcharge = 0
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lockdown = 0
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canmove = 1
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scrambledcodes = 1
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//Disconnect it's camera so it's not so easily tracked.
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@@ -887,6 +889,7 @@
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// They stay locked down if their wire is cut.
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if(wires.LockedCut())
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state = 1
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lockdown = state
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lockcharge = state
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update_canmove()
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@@ -32,6 +32,6 @@
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. = STATUS_INTERACTIVE
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if(cell.charge <= 0)
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return STATUS_CLOSE
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if(lockcharge)
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if(lockdown)
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. = STATUS_DISABLED
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return min(., ..())
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