[MIRROR] EMP & Wires refactor (#12658)

Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2026-04-11 16:14:18 -04:00
committed by GitHub
co-authored by Guti Cameron Lennox
parent 494fc9bea9
commit b116cc450d
148 changed files with 665 additions and 384 deletions
@@ -8,7 +8,6 @@
flags = NOBLUDGEON
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_ILLEGAL = 2)
var/datum/wires/explosive/c4/wires = null
var/timer = 10
var/atom/target = null
var/open_panel = 0
@@ -20,7 +19,7 @@
/obj/item/plastique/Initialize(mapload)
. = ..()
wires = new(src)
set_wires(new /datum/wires/explosive/c4(src))
image_overlay = image('icons/obj/assemblies.dmi', "plastic-explosive2")
/obj/item/plastique/Destroy()
@@ -155,7 +155,8 @@ Implant Specifics:<BR>"}
return dat
/obj/item/implant/tracking/emp_act(severity, recursive)
if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
. = ..()
if (. & EMP_PROTECT_SELF || malfunction) //no, dawg, you can't malfunction while you are malfunctioning
return
malfunction = MALFUNCTION_TEMPORARY
@@ -295,7 +296,8 @@ Implant Specifics:<BR>"}
to_chat(usr, "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.")
/obj/item/implant/explosive/emp_act(severity, recursive)
if (malfunction)
. = ..()
if (. & EMP_PROTECT_SELF || malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
switch (severity)
@@ -399,7 +401,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
return
/obj/item/implant/chem/emp_act(severity, recursive)
if (malfunction)
. = ..()
if (. & EMP_PROTECT_SELF || malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
@@ -565,7 +568,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
STOP_PROCESSING(SSobj, src)
/obj/item/implant/death_alarm/emp_act(severity, recursive) //for some reason alarms stop going off in case they are emp'd, even without this
if (malfunction) //so I'm just going to add a meltdown chance here
. = ..()
if (. & EMP_PROTECT_SELF || malfunction) //so I'm just going to add a meltdown chance here
return
malfunction = MALFUNCTION_TEMPORARY
if(prob(40)) //CHOMPEDIT: Make the malfunction a probability because annoying
@@ -114,6 +114,9 @@
/obj/item/implant/sizecontrol/emp_act(severity, recursive)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(isliving(imp_in))
var/newsize = pick(RESIZE_HUGE,RESIZE_BIG,RESIZE_NORMAL,RESIZE_SMALL,RESIZE_TINY,RESIZE_A_HUGEBIG,RESIZE_A_BIGNORMAL,RESIZE_A_NORMALSMALL,RESIZE_A_SMALLTINY)
var/mob/living/H = imp_in
@@ -33,6 +33,9 @@
return dat
/obj/item/implant/integrated_circuit/emp_act(severity, recursive)
. = ..()
if (. & EMP_PROTECT_SELF)
return
IC.emp_act(severity, recursive)
/obj/item/implant/integrated_circuit/examine(mob/user)
@@ -51,9 +51,8 @@ Implant Specifics:<BR>"}
return dat
/obj/item/implant/neural/emp_act(severity, recursive)
if(!my_brain)
return
if(malfunction) //Don't malfunction while malfunctioning.
. = ..()
if (. & EMP_PROTECT_SELF || !my_brain || malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
@@ -256,6 +256,8 @@
/obj/item/medigun_backpack/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(bcell)
bcell.emp_act(severity)
@@ -374,7 +374,7 @@
if(istype(AM, /obj) && proximity && active)
// EMP stuff.
var/obj/O = AM
O.emp_act(3) // A weaker severity is used because this has infinite uses.
O.emp_act(EMP_LIGHT) // A weaker severity is used because this has infinite uses.
playsound(O, 'sound/effects/EMPulse.ogg', 100, 1)
user.setClickCooldown(user.get_attack_speed(src)) // A lot of objects don't set click delay.
return ..()
@@ -383,7 +383,7 @@
. = ..()
if(target.isSynthetic() && active)
// Do some extra damage. Not a whole lot more since emp_act() is pretty nasty on FBPs already.
target.emp_act(3) // A weaker severity is used because this has infinite uses.
target.emp_act(EMP_LIGHT) // A weaker severity is used because this has infinite uses.
playsound(target, 'sound/effects/EMPulse.ogg', 100, 1)
target.adjustFireLoss(force * 3) // 15 Burn, for 20 total.
playsound(target, 'sound/weapons/blade1.ogg', 100, 1)
@@ -271,11 +271,12 @@
powercheck(hitcost)
/obj/item/melee/shock_maul/emp_act(severity, recursive)
if(status)
status = FALSE
visible_message(span_warning("\The [src]'s power field hisses and sputters out."))
update_held_icon()
..()
. = ..()
if (. & EMP_PROTECT_SELF || !status)
return
status = FALSE
visible_message(span_warning("\The [src]'s power field hisses and sputters out."))
update_held_icon()
/obj/item/melee/shock_maul/get_description_interaction()
var/list/results = list()
@@ -126,6 +126,9 @@
color = new_color
/obj/item/storage/wallet/poly/emp_act(severity, recursive)
. = ..()
if (. & EMP_PROTECT_SELF)
return
var/original_state = icon_state
icon_state = "wallet-emp"
update_icon()
@@ -134,7 +137,6 @@
if(src)
icon_state = original_state
update_icon()
..()
/obj/item/storage/wallet/womens
name = "women's wallet"