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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
@@ -34,7 +34,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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var/debug = 0
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var/requires_power = 1
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var/unlimited_power = 0
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var/always_unpowered = 0 //this gets overriden to 1 for space in area/New()
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var/power_equip = 1
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@@ -349,7 +348,6 @@ area/space/atmosalert()
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name = "\improper Centcom"
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icon_state = "centcom"
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requires_power = 0
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unlimited_power = 1
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lighting_use_dynamic = 0
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/area/centcom/control
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@@ -388,7 +386,6 @@ area/space/atmosalert()
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name = "\improper Mercenary Base"
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icon_state = "syndie-ship"
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requires_power = 0
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unlimited_power = 1
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lighting_use_dynamic = 0
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/area/syndicate_mothership/control
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@@ -463,7 +460,6 @@ area/space/atmosalert()
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name = "\improper Independant Station"
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icon_state = "yellow"
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requires_power = 0
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unlimited_power = 1
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flags = RAD_SHIELDED
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/area/syndicate_station/start
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@@ -28,8 +28,7 @@ obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
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user << "\red \A [charging] is already charging here."
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return
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// Checks to make sure he's not in space doing it, and that the area got proper power.
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var/area/a = get_area(src)
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if(!isarea(a) || (a.power_equip == 0 && !a.unlimited_power))
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if(!powered())
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user << "\red The [name] blinks red as you try to insert the item!"
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return
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if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
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@@ -189,9 +189,7 @@
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..()
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spawn(2)
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var/area/A = get_area(src)
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if(A && !A.requires_power)
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on = 1
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on = has_power()
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switch(fitting)
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if("tube")
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@@ -393,7 +391,7 @@
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = src.loc.loc
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return A.lightswitch && A.power_light
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return A.lightswitch && (!A.requires_power || A.power_light)
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/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
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if(flickering) return
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@@ -565,8 +563,7 @@
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// called when area power state changes
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/obj/machinery/light/power_change()
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spawn(10)
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var/area/A = src.loc.loc
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seton(A.lightswitch && A.power_light)
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seton(has_power())
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// called when on fire
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