mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Port old point defense stuff I rage-closed
Tech-debt repo-man called https://github.com/CHOMPStation2/CHOMPStation2/pull/1790
This commit is contained in:
@@ -77,6 +77,20 @@
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containertype = /obj/structure/closet/crate/focalpoint
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containername = "advanced hull shield generator crate"
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/datum/supply_pack/eng/point_defense_cannon_circuit
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name = "Point Defense Turret Circuit"
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contains = list(/obj/item/weapon/circuitboard/pointdefense = 2)
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cost = 20
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containertype = /obj/structure/closet/crate/heph
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containername = "point defense turret circuit crate"
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/datum/supply_pack/eng/point_defense_control_circuit
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name = "Point Defense Controller Circuit"
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contains = list(/obj/item/weapon/circuitboard/pointdefense_control = 1)
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cost = 30
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containertype = /obj/structure/closet/crate/heph
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containername = "point defense mainframe circuit crate"
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/datum/supply_pack/eng/electrical
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name = "Electrical maintenance crate"
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contains = list(
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@@ -109,13 +109,13 @@
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desc = "You should probably run instead of gawking at this."
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small"
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density = 1
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anchored = 1
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density = TRUE
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anchored = TRUE
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var/hits = 4
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var/hitpwr = 2 //Level of ex_act to be called on hit.
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var/dest
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pass_flags = PASSTABLE
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var/heavy = 0
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var/heavy = FALSE
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var/z_original
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var/meteordrop = /obj/item/weapon/ore/iron
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@@ -147,7 +147,7 @@
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get_hit()
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/obj/effect/meteor/Destroy()
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walk(src,0) //this cancels the walk_towards() proc
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walk(src,FALSE) //this cancels the walk_towards() proc
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GLOB.meteor_list -= src
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return ..()
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@@ -162,10 +162,10 @@
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ram_turf(get_turf(A))
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get_hit()
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else
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die(0)
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die(FALSE)
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/obj/effect/meteor/CanPass(atom/movable/mover, turf/target)
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return istype(mover, /obj/effect/meteor) ? 1 : ..()
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return istype(mover, /obj/effect/meteor) ? TRUE : ..()
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/obj/effect/meteor/proc/ram_turf(var/turf/T)
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//first bust whatever is in the turf
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@@ -190,9 +190,9 @@
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/obj/effect/meteor/proc/get_hit()
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hits--
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if(hits <= 0)
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die(1)
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die(TRUE)
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/obj/effect/meteor/proc/die(var/explode = 1)
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/obj/effect/meteor/proc/die(var/explode = TRUE)
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make_debris()
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meteor_effect(explode)
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qdel(src)
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@@ -206,6 +206,18 @@
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return
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..()
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/obj/effect/meteor/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.excavation_amount)
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get_hit()
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if(!QDELETED(src))
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wall_power -= Proj.excavation_amount + Proj.damage + (Proj.hitscan * 25) // Instant-impact projectiles are inherently better at dealing with meteors.
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if(wall_power <= 0)
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die(FALSE) // If you kill the meteor, then it dies.
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return
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return
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/obj/effect/meteor/proc/make_debris()
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for(var/throws = dropamt, throws > 0, throws--)
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var/obj/item/O = new meteordrop(get_turf(src))
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@@ -10,6 +10,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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/obj/machinery/pointdefense_control
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name = "fire assist mainframe"
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desc = "A specialized computer designed to synchronize a variety of weapon systems and a vessel's astronav data."
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description_info = "To connect the mainframe to turrets, use a multitool to set the ident tag to that of the turrets."
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "control"
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power_channel = EQUIP // CHOMPStation Edit Starts
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@@ -125,7 +126,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "pointdefense2"
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desc = "A Kuiper pattern anti-meteor battery. Capable of destroying most threats in a single salvo."
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description_info = "Must have the same ident tag as a fire assist mainframe on the same facility."
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description_info = "Must have the same ident tag as a fire assist mainframe on the same facility. Use a multitool to set the ident tag."
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/weapon/circuitboard/pointdefense
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@@ -137,7 +138,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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var/last_shot = 0
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var/kill_range = 18
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var/rotation_speed = 4.5 SECONDS //How quickly we turn to face threats
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var/engaging = FALSE
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var/weakref/engaging = null // The meteor we're shooting at
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var/id_tag = null
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/obj/machinery/pointdefense/Initialize()
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@@ -146,17 +147,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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if(ispath(circuit))
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circuit = new circuit(src)
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default_apply_parts()
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// if(anchored)
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// connect_to_network()
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update_icon()
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var/image/I = image(icon, icon_state = "[icon_state]_under")
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I.appearance_flags |= RESET_TRANSFORM
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underlays += I
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// /obj/machinery/pointdefense/examine(mob/user)
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// . = ..()
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// if(powernet)
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// . += "It is connected to a power cable below."
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/obj/machinery/pointdefense/get_description_interaction()
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. = ..()
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@@ -169,38 +160,12 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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else
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icon_state = initial(icon_state)
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/obj/machinery/pointdefense/default_unfasten_wrench(var/mob/user, var/obj/item/weapon/W, var/time)
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if((. = ..()))
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src.transform = null // Reset rotation if we're anchored/unanchored
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////////// This machine is willing to take power from cables OR APCs. Handle NOPOWER stat specially here! ////////
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/*
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/obj/machinery/pointdefense/connect_to_network()
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if((. = ..()))
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stat &= ~NOPOWER // We now ignore APC power
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update_icon()
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/obj/machinery/pointdefense/disconnect_from_network()
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if((. = ..()))
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power_change() // We're back on APC power.
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/obj/machinery/pointdefense/power_change()
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if(powernet)
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return // We don't care, we are cable powered anyway
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var/old_stat = stat
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..()
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if(old_stat != stat)
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update_icon()
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// Decide where to get the power to fire from
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/obj/machinery/pointdefense/use_power_oneoff(var/amount, var/chan = -1)
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if(powernet)
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return draw_power(amount)
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else if(powered(chan))
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use_power(amount, chan)
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return amount
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return 0 */
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// Find controller with the same tag on connected z levels (if any)
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/obj/machinery/pointdefense/proc/get_controller()
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if(!id_tag)
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@@ -223,8 +188,6 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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return
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if(default_part_replacement(user, W))
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return
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if(default_unfasten_wrench(user, W, 40))
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return
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return ..()
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//Guns cannot shoot through hull or generally dense turfs.
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@@ -237,8 +200,9 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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/obj/machinery/pointdefense/proc/Shoot(var/weakref/target)
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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engaging = null
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return
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engaging = TRUE
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engaging = target
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var/Angle = round(Get_Angle(src,M))
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var/matrix/rot_matrix = matrix()
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rot_matrix.Turn(Angle)
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@@ -248,47 +212,38 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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set_dir(ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH)
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/obj/machinery/pointdefense/proc/finish_shot(var/weakref/target)
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//Cleanup from list
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var/obj/machinery/pointdefense_control/PC = get_controller()
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if(istype(PC))
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PC.targets -= target
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engaging = null
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PC.targets -= target
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engaging = FALSE
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last_shot = world.time
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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return
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/*if(use_power_oneoff(active_power_usage) < active_power_usage)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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visible_message("[src] sputters as browns out while attempting to fire.")
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flick(src, "[initial(icon_state)]_off")
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return */
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//We throw a laser but it doesnt have to hit for meteor to explode
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var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
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playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1)
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use_power_oneoff(idle_power_usage * 10)
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beam.launch_projectile(target = M.loc, user = src)
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M.make_debris()
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qdel(M)
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/obj/machinery/pointdefense/process()
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..()
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if(!anchored || stat & (BROKEN))
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if(stat & (BROKEN))
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return
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if(!active)
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return
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/*
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var/desiredir = ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH
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if(dir != desiredir)
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set_dir(desiredir)
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*/
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if(LAZYLEN(GLOB.meteor_list) > 0)
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find_and_shoot()
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/obj/machinery/pointdefense/proc/find_and_shoot()
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// There ARE meteors to shoot
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if(LAZYLEN(GLOB.meteor_list) == 0)
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return
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// We can shoot
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if(engaging || ((world.time - last_shot) < charge_cooldown))
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return
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@@ -296,30 +251,43 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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if(!istype(PC) || !PC.powered(EQUIP))
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return
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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for(var/obj/effect/meteor/M in GLOB.meteor_list)
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var/already_targeted = FALSE
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for(var/weakref/WR in PC.targets)
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var/obj/effect/meteor/m = WR.resolve()
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if(m == M)
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already_targeted = TRUE
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break
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if(!istype(m))
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PC.targets -= WR
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// Compile list of known targets
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var/list/existing_targets = list()
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for(var/weakref/WR in PC.targets)
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var/obj/effect/meteor/M = WR.resolve()
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existing_targets += M
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if(already_targeted)
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continue
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if(!(M.z in connected_z_levels))
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continue
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if(get_dist(M, src) > kill_range)
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continue
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if(!emagged && space_los(M))
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// First, try and acquire new targets
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var/list/potential_targets = GLOB.meteor_list.Copy() - existing_targets
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for(var/obj/effect/meteor/M in potential_targets)
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if(targeting_check(M))
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var/weakref/target = weakref(M)
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PC.targets += target
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engaging = target
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Shoot(target)
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return
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// Then, focus fire on existing targets
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for(var/obj/effect/meteor/M in existing_targets)
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if(targeting_check(M))
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var/weakref/target = weakref(M)
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engaging = target
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Shoot(target)
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return
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/obj/machinery/pointdefense/proc/targeting_check(var/obj/effect/meteor/M)
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// Target in range
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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if(!(M.z in connected_z_levels))
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return FALSE
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if(get_dist(M, src) > kill_range)
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return FALSE
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// If we can shoot it, then shoot
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if(emagged || !space_los(M))
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return FALSE
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return TRUE
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/obj/machinery/pointdefense/RefreshParts()
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. = ..()
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// Calculates an average rating of components that affect shooting rate
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@@ -354,32 +322,3 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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active = FALSE
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update_icon()
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return TRUE
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//
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// Projectile Beam Definitions
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//
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/obj/item/projectile/beam/pointdefense
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name = "point defense salvo"
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icon_state = "laser"
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damage = 15
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damage_type = ELECTROCUTE //You should be safe inside a voidsuit
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sharp = FALSE //"Wide" spectrum beam
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light_color = COLOR_GOLD
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muzzle_type = /obj/effect/projectile/muzzle/pointdefense
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tracer_type = /obj/effect/projectile/tracer/pointdefense
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impact_type = /obj/effect/projectile/impact/pointdefense
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/obj/effect/projectile/tracer/pointdefense
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icon = 'icons/obj/projectiles_vr.dmi'
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icon_state = "beam_pointdef"
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/obj/effect/projectile/muzzle/pointdefense
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icon = 'icons/obj/projectiles_vr.dmi'
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icon_state = "muzzle_pointdef"
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/obj/effect/projectile/impact/pointdefense
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icon = 'icons/obj/projectiles_vr.dmi'
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icon_state = "impact_pointdef"
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@@ -903,7 +903,6 @@
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var/check_weapons
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var/check_anomalies
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var/check_all
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var/check_down
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var/ailock
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/obj/machinery/porta_turret/proc/setState(var/datum/turret_checks/TC)
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@@ -919,7 +918,6 @@
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check_weapons = TC.check_weapons
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check_anomalies = TC.check_anomalies
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check_all = TC.check_all
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check_down = TC.check_down
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ailock = TC.ailock
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power_change()
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@@ -194,7 +194,6 @@
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TC.check_weapons = check_weapons
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TC.check_anomalies = check_anomalies
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TC.check_all = check_all
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TC.check_down = check_down
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TC.ailock = ailock
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if(istype(control_area))
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@@ -95,3 +95,5 @@
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light_power = 0.5
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light_color = "#80F5FF"
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//VOREStation edit ends
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/obj/effect/projectile/impact/pointdefense
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icon_state = "impact_pointdef"
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@@ -107,3 +107,5 @@
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light_power = 0.5
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light_color = "#80F5FF"
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//VOREStation edit ends
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/obj/effect/projectile/muzzle/pointdefense
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icon_state = "muzzle_pointdef"
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@@ -134,3 +134,5 @@
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light_power = 0.5
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light_color = "#80F5FF"
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//VOREStation edit ends
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/obj/effect/projectile/tracer/pointdefense
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icon_state = "beam_pointdef"
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@@ -7,7 +7,7 @@
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board_type = new /datum/frame/frame_types/machine
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desc = "Control systems for a Kuiper pattern point defense battery. Aim away from vessel."
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build_path = /obj/machinery/pointdefense
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origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2, TECH_POWER = 2)
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origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2)
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req_components = list(
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser = 1,
|
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/obj/item/weapon/stock_parts/manipulator = 2,
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||||
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@@ -331,6 +331,26 @@
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||||
damage = 5
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agony = 10
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//
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||||
// Projectile Beam Definitions
|
||||
//
|
||||
|
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/obj/item/projectile/beam/pointdefense
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name = "point defense salvo"
|
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icon_state = "laser"
|
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damage = 15
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damage_type = ELECTROCUTE //You should be safe inside a voidsuit
|
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sharp = FALSE //"Wide" spectrum beam
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light_color = COLOR_GOLD
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|
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excavation_amount = 200 // Good at shooting rocks
|
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|
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muzzle_type = /obj/effect/projectile/muzzle/pointdefense
|
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tracer_type = /obj/effect/projectile/tracer/pointdefense
|
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impact_type = /obj/effect/projectile/impact/pointdefense
|
||||
|
||||
|
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/obj/item/projectile/beam/precursor //CHOMPedit added Precursor beam
|
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name = "precursor beam"
|
||||
icon_state = "alien beam"
|
||||
|
||||
@@ -676,6 +676,20 @@ CIRCUITS BELOW
|
||||
build_path = /obj/item/weapon/circuitboard/microwave/advanced
|
||||
sort_string = "HACAA"
|
||||
|
||||
/datum/design/circuit/pointdefense
|
||||
name = "point defense battery"
|
||||
id = "pointdefense"
|
||||
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 3, TECH_COMBAT = 4)
|
||||
build_path = /obj/item/weapon/circuitboard/pointdefense
|
||||
sort_string = "OAABA"
|
||||
|
||||
/datum/design/circuit/pointdefense_control
|
||||
name = "point defense control"
|
||||
id = "pointdefense_control"
|
||||
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_COMBAT = 2)
|
||||
build_path = /obj/item/weapon/circuitboard/pointdefense_control
|
||||
sort_string = "OAABB"
|
||||
|
||||
/datum/design/circuit/shield_generator
|
||||
name = "shield generator"
|
||||
id = "shield_generator"
|
||||
|
||||
Reference in New Issue
Block a user