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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-23 05:07:51 +01:00
Event stuff, but also Squeak component (#7285)
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@@ -1,7 +0,0 @@
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/obj/item/device/radio/headset/casino
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name = "radio headset"
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desc = "An updated, modular intercom that fits over the head with extra comfortable for the hardworking casino luxury crew. Has encryption key for scamm-... Kind casino staff channel."
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icon = 'icons/obj/casino_ch.dmi'
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icon_state = "headset"
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origin_tech = list(TECH_ILLEGAL = 2)
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ks1type = /obj/item/device/encryptionkey/raider
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@@ -217,12 +217,8 @@
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/obj/item/weapon/melee/shock_maul/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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//CHOMPEdit start - maul changes
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if(A && wielded && status)
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deductcharge()
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status = 0
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user.visible_message("<span class='warning'>\The [src] discharges with a thunderous, hair-raising crackle!</span>")
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playsound(src, 'sound/weapons/resonator_blast.ogg', 100, 1, -1)
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update_held_icon()
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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visible_message("<span class='warning'>\The [W] crumples under the force of the impact!</span>")
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@@ -232,7 +228,22 @@
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B.dismantle()
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else if(istype(A,/obj/structure/grille))
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qdel(A)
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else if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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if(W.density)
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W.take_damage(force*3) //One hit for regular walls, 3 hits for r_wall
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else if(istype(A, /obj/structure/girder))
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var/obj/structure/girder/G = A
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G.dismantle()
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else
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return ..() //Don't do anything if we don't resolve anything on our target
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deductcharge()
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status = 0
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user.visible_message("<span class='warning'>\The [src] discharges with a thunderous, hair-raising crackle!</span>")
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playsound(src, 'sound/weapons/resonator_blast.ogg', 100, 1, -1)
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update_held_icon()
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powercheck(hitcost)
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//CHOMPEdit end
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/obj/item/weapon/melee/shock_maul/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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. = ..()
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