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Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts: README.txt SQL/tgstation_schema.sql baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/pipes.dm code/FEA/FEA_airgroup.dm code/FEA/FEA_fire.dm code/FEA/FEA_gas_mixture.dm code/FEA/FEA_turf_tile.dm code/TriDimension/Pipes.dm code/WorkInProgress/buildmode.dm code/WorkInProgress/organs/organs.dm code/WorkInProgress/virus2/Disease2/analyser.dm code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm code/WorkInProgress/virus2/Disease2/cureimplanter.dm code/WorkInProgress/virus2/Disease2/diseasesplicer.dm code/WorkInProgress/virus2/Disease2/dishincubator.dm code/WorkInProgress/virus2/Disease2/isolator.dm code/WorkInProgress/virus2/Disease2/monkeydispensor.dm code/WorkInProgress/virus2/analyser.dm code/WorkInProgress/virus2/antibodies.dm code/WorkInProgress/virus2/base.dm code/WorkInProgress/virus2/biohazard destroyer.dm code/WorkInProgress/virus2/cureimplanter.dm code/WorkInProgress/virus2/curer.dm code/WorkInProgress/virus2/diseasesplicer.dm 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code/game/objects/door_assembly.dm code/game/objects/effect_system.dm code/game/objects/electricchair.dm code/game/objects/explosion.dm code/game/objects/gibs.dm code/game/objects/grille.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/candle.dm code/game/objects/items/clothing.dm code/game/objects/items/food.dm code/game/objects/items/helper_procs.dm code/game/objects/items/item.dm code/game/objects/items/robot_items.dm code/game/objects/items/robot_parts.dm code/game/objects/items/tk_grab.dm code/game/objects/items/weapons/AI_modules.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/RSF.dm code/game/objects/items/weapons/cameras.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/items/weapons/clown_items.dm code/game/objects/items/weapons/dna_injector.dm code/game/objects/items/weapons/explosives.dm code/game/objects/items/weapons/flamethrower.dm 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code/game/objects/items/weapons/twohanded.dm code/game/objects/items/weapons/wrappingpaper.dm code/game/objects/mineral_doors.dm code/game/objects/radio/beacon.dm code/game/objects/radio/electropack.dm code/game/objects/radio/encryptionkey.dm code/game/objects/radio/headset.dm code/game/objects/radio/intercom.dm code/game/objects/radio/radio.dm code/game/objects/secstorage/sbriefcase.dm code/game/objects/secstorage/ssafe.dm code/game/objects/stacks/glass.dm code/game/objects/stacks/metal.dm code/game/objects/stacks/stack.dm code/game/objects/stacks/wood.dm code/game/objects/stool.dm code/game/objects/storage/backpack.dm code/game/objects/storage/belt.dm code/game/objects/storage/bible.dm code/game/objects/storage/briefcase.dm code/game/objects/storage/lockbox.dm code/game/objects/storage/storage.dm code/game/objects/storage/uplink_kits.dm code/game/objects/structures.dm code/game/objects/tables_racks.dm code/game/objects/tank.dm code/game/objects/tanks/emergency.dm 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code/modules/mob/screen.dm code/modules/mob/simple_animal/crab.dm code/modules/mob/transform_procs.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/folders.dm code/modules/paperwork/handlabeler.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/paperwork/photocopier.dm code/modules/paperwork/stamps.dm code/modules/power/antimatter/computer.dm code/modules/power/antimatter/engine.dm code/modules/power/antimatter/fuel.dm code/modules/power/apc.dm code/modules/power/cable.dm code/modules/power/cable_heavyduty.dm code/modules/power/cell.dm code/modules/power/generator.dm code/modules/power/generator_type2.dm code/modules/power/gravitygenerator.dm code/modules/power/lighting.dm code/modules/power/port_gen.dm code/modules/power/sd_DynamicAreaLighting.dm code/modules/power/singularity/collector.dm code/modules/power/singularity/containment_field.dm code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -4,12 +4,12 @@
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/obj/machinery/power/rad_collector
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name = "Radiation Collector Array"
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desc = "A device which uses Hawking Radiation and plasma to produce power."
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icon = 'singularity.dmi'
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icon = 'icons/obj/singularity.dmi'
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icon_state = "ca"
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anchored = 0
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density = 1
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directwired = 1
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req_access = list(ACCESS_ENGINE)
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req_access = list(access_engine)
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// use_power = 0
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var/obj/item/weapon/tank/plasma/P = null
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var/last_power = 0
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@@ -17,129 +17,127 @@
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var/locked = 0
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var/drainratio = 1
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process()
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if(P)
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if(P.air_contents.toxins <= 0)
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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P.air_contents.toxins = 0
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eject()
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else
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P.air_contents.toxins -= 0.001*drainratio
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return
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attack_hand(mob/user as mob)
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if(anchored)
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if(!src.locked)
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toggle_power()
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"You turn the [src.name] [active? "on":"off"].")
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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else
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user << "\red The controls are locked!"
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return
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..()
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attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/device/analyzer))
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user << "\blue The [W.name] detects that [last_power]W were recently produced."
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return 1
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else if(istype(W, /obj/item/weapon/tank/plasma))
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if(!src.anchored)
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user << "\red The [src] needs to be secured to the floor first."
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return 1
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if(src.P)
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user << "\red There's already a plasma tank loaded."
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return 1
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src.P = W
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W.loc = src
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if (user.client)
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user.client.screen -= W
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user.u_equip(W)
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updateicon()
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else if(istype(W, /obj/item/weapon/crowbar))
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if(P && !src.locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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if(P)
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user << "\blue Remove the plasma tank first."
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return 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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src.anchored = !src.anchored
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user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
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"You [anchored? "secure":"undo"] the external bolts.", \
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"You hear a ratchet")
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is active"
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else
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user << "\red Access denied!"
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return 1
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/obj/machinery/power/rad_collector/process()
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if(P)
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if(P.air_contents.toxins <= 0)
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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P.air_contents.toxins = 0
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eject()
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else
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..()
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return 1
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P.air_contents.toxins -= 0.001*drainratio
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return
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ex_act(severity)
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switch(severity)
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if(2, 3)
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eject()
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return ..()
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proc/eject()
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locked = 0
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var/obj/item/weapon/tank/plasma/Z = src.P
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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src.P = null
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if(active)
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/obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
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if(anchored)
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if(!src.locked)
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toggle_power()
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else
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updateicon()
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proc/receive_pulse(var/pulse_strength)
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if(P && active)
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var/power_produced = 0
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power_produced = P.air_contents.toxins*pulse_strength*20
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add_avail(power_produced)
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last_power = power_produced
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"You turn the [src.name] [active? "on":"off"].")
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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return
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proc/updateicon()
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overlays = null
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if(P)
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overlays += image('singularity.dmi', "ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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overlays += image('singularity.dmi', "on")
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proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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user << "\red The controls are locked!"
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return
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..()
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/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/device/analyzer))
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user << "\blue The [W.name] detects that [last_power]W were recently produced."
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return 1
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else if(istype(W, /obj/item/weapon/tank/plasma))
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if(!src.anchored)
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user << "\red The [src] needs to be secured to the floor first."
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return 1
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if(src.P)
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user << "\red There's already a plasma tank loaded."
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return 1
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user.drop_item()
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src.P = W
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W.loc = src
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updateicon()
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return
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else if(istype(W, /obj/item/weapon/crowbar))
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if(P && !src.locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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if(P)
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user << "\blue Remove the plasma tank first."
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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src.anchored = !src.anchored
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user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
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"You [anchored? "secure":"undo"] the external bolts.", \
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"You hear a ratchet")
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is active"
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else
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user << "\red Access denied!"
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return 1
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else
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..()
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return 1
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/obj/machinery/power/rad_collector/ex_act(severity)
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switch(severity)
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if(2, 3)
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eject()
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return ..()
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/obj/machinery/power/rad_collector/proc/eject()
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locked = 0
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var/obj/item/weapon/tank/plasma/Z = src.P
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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src.P = null
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if(active)
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toggle_power()
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else
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updateicon()
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/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
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if(P && active)
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var/power_produced = 0
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power_produced = P.air_contents.toxins*pulse_strength*20
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add_avail(power_produced)
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last_power = power_produced
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return
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return
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/obj/machinery/power/rad_collector/proc/updateicon()
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overlays = null
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if(P)
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overlays += image('icons/obj/singularity.dmi', "ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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overlays += image('icons/obj/singularity.dmi', "on")
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/obj/machinery/power/rad_collector/proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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updateicon()
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return
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@@ -1,9 +1,9 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/containment_field
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name = "Containment Field"
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desc = "An energy field."
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icon = 'singularity.dmi'
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icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "Contain_F"
|
||||
anchored = 1
|
||||
density = 0
|
||||
@@ -11,86 +11,103 @@
|
||||
use_power = 0
|
||||
var/obj/machinery/field_generator/FG1 = null
|
||||
var/obj/machinery/field_generator/FG2 = null
|
||||
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
|
||||
|
||||
New()
|
||||
spawn(1)
|
||||
src.ul_SetLuminosity(5)
|
||||
/obj/machinery/containment_field/New()
|
||||
spawn(1)
|
||||
src.sd_SetLuminosity(5)
|
||||
|
||||
|
||||
Del()
|
||||
if(FG1 && !FG1.clean_up)
|
||||
FG1.cleanup()
|
||||
if(FG2 && !FG2.clean_up)
|
||||
FG2.cleanup()
|
||||
..()
|
||||
/obj/machinery/containment_field/Del()
|
||||
if(FG1 && !FG1.clean_up)
|
||||
FG1.cleanup()
|
||||
if(FG2 && !FG2.clean_up)
|
||||
FG2.cleanup()
|
||||
..()
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
if(get_dist(src, user) > 1)
|
||||
return 0
|
||||
else
|
||||
shock(user)
|
||||
return 1
|
||||
|
||||
|
||||
blob_act()
|
||||
/obj/machinery/containment_field/attack_hand(mob/user as mob)
|
||||
if(get_dist(src, user) > 1)
|
||||
return 0
|
||||
else
|
||||
shock(user)
|
||||
return 1
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
/obj/machinery/containment_field/blob_act()
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/containment_field/ex_act(severity)
|
||||
return 0
|
||||
|
||||
/obj/machinery/containment_field/meteorhit()
|
||||
return 0
|
||||
|
||||
/obj/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
|
||||
if(istype(AM,/mob/living/silicon) && prob(40))
|
||||
shock(AM)
|
||||
return 1
|
||||
if(istype(AM,/mob/living/carbon) && prob(50))
|
||||
shock(AM)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/machinery/containment_field/proc/shock(mob/living/user as mob)
|
||||
if(hasShocked)
|
||||
return 0
|
||||
|
||||
|
||||
HasProximity(atom/movable/AM as mob|obj)
|
||||
if(istype(AM,/mob/living/silicon) && prob(40))
|
||||
shock(AM)
|
||||
return 1
|
||||
if(istype(AM,/mob/living/carbon) && prob(50))
|
||||
shock(AM)
|
||||
return 1
|
||||
if(!FG1 || !FG2)
|
||||
del(src)
|
||||
return 0
|
||||
if(iscarbon(user))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, user.loc)
|
||||
s.start()
|
||||
|
||||
hasShocked = 1
|
||||
var/shock_damage = min(rand(30,40),rand(30,40))
|
||||
user.burn_skin(shock_damage)
|
||||
user.updatehealth()
|
||||
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
|
||||
"\red <B>You feel a powerful shock course through your body sending you flying!</B>", \
|
||||
"\red You hear a heavy electrical crack")
|
||||
|
||||
proc
|
||||
shock(mob/living/user as mob)
|
||||
if(!FG1 || !FG2)
|
||||
del(src)
|
||||
return 0
|
||||
if(iscarbon(user))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, user.loc)
|
||||
s.start()
|
||||
var/shock_damage = min(rand(30,40),rand(30,40))
|
||||
user.burn_skin(shock_damage)
|
||||
user.updatehealth()
|
||||
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
|
||||
"\red <B>You feel a powerful shock course through your body, sending you flying!</B>", \
|
||||
"\red You hear a heavy electrical crack")
|
||||
var/stun = min(shock_damage, 15)
|
||||
user.Stun(stun)
|
||||
user.Weaken(10)
|
||||
|
||||
var/stun = min(shock_damage, 15)
|
||||
user.Stun(stun)
|
||||
user.Weaken(10)
|
||||
user.updatehealth()
|
||||
var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
|
||||
user.throw_at(target, 200, 4)
|
||||
|
||||
user.updatehealth()
|
||||
var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
|
||||
user.throw_at(target, 200, 4)
|
||||
return
|
||||
else if(issilicon(user))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, user.loc)
|
||||
s.start()
|
||||
var/shock_damage = rand(15,30)
|
||||
user.take_overall_damage(0,shock_damage)
|
||||
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
|
||||
"\red <B>Energy pulse detected, system damaged!</B>", \
|
||||
"\red You hear an electrical crack")
|
||||
if(prob(20))
|
||||
user.Stun(2)
|
||||
return
|
||||
return
|
||||
sleep(20)
|
||||
hasShocked = 0
|
||||
return
|
||||
|
||||
set_master(var/master1,var/master2)
|
||||
if(!master1 || !master2)
|
||||
return 0
|
||||
FG1 = master1
|
||||
FG2 = master2
|
||||
return 1
|
||||
else if(issilicon(user))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, user.loc)
|
||||
s.start()
|
||||
|
||||
hasShocked = 1
|
||||
var/shock_damage = rand(15,30)
|
||||
user.take_overall_damage(0,shock_damage)
|
||||
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
|
||||
"\red <B>Energy pulse detected, system damaged!</B>", \
|
||||
"\red You hear an electrical crack")
|
||||
if(prob(20))
|
||||
user.Stun(2)
|
||||
|
||||
sleep(20)
|
||||
hasShocked = 0
|
||||
return
|
||||
|
||||
return
|
||||
|
||||
/obj/machinery/containment_field/proc/set_master(var/master1,var/master2)
|
||||
if(!master1 || !master2)
|
||||
return 0
|
||||
FG1 = master1
|
||||
FG2 = master2
|
||||
return 1
|
||||
|
||||
@@ -3,213 +3,212 @@
|
||||
/obj/machinery/emitter
|
||||
name = "Emitter"
|
||||
desc = "A heavy duty industrial laser"
|
||||
icon = 'singularity.dmi'
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
anchored = 0
|
||||
density = 1
|
||||
req_access = list(ACCESS_ENGINE)
|
||||
req_access = list(access_engine)
|
||||
|
||||
use_power = 1
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 300
|
||||
|
||||
var/frequency = 1
|
||||
var/active = 0
|
||||
var/fire_delay = 100
|
||||
var/last_shot = 0
|
||||
var/shot_number = 0
|
||||
var/state = 0
|
||||
var/locked = 0
|
||||
var/energy = 0
|
||||
var/mega_energy = 0
|
||||
|
||||
|
||||
verb/rotate()
|
||||
set name = "Rotate"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
/obj/machinery/emitter/verb/rotate()
|
||||
set name = "Rotate"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
return
|
||||
/obj/machinery/emitter/New()
|
||||
..()
|
||||
return
|
||||
|
||||
Del()
|
||||
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
|
||||
..()
|
||||
/obj/machinery/emitter/Del()
|
||||
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
|
||||
..()
|
||||
|
||||
update_icon()
|
||||
if (active && !(stat & (NOPOWER|BROKEN)))
|
||||
icon_state = "emitter_+a"
|
||||
else
|
||||
icon_state = "emitter"
|
||||
/obj/machinery/emitter/update_icon()
|
||||
if (active && !(stat & (NOPOWER|BROKEN)))
|
||||
icon_state = "emitter_+a"
|
||||
else
|
||||
icon_state = "emitter"
|
||||
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
src.add_fingerprint(user)
|
||||
if(state == 2)
|
||||
if(!src.locked)
|
||||
if(src.active==1)
|
||||
src.active = 0
|
||||
user << "You turn off the [src]."
|
||||
src.use_power = 1
|
||||
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
|
||||
else
|
||||
src.active = 1
|
||||
user << "You turn on the [src]."
|
||||
src.shot_number = 0
|
||||
src.fire_delay = 100
|
||||
src.use_power = 2
|
||||
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
|
||||
update_icon()
|
||||
else
|
||||
user << "\red The controls are locked!"
|
||||
else
|
||||
user << "\red The [src] needs to be firmly secured to the floor first."
|
||||
return 1
|
||||
|
||||
|
||||
emp_act(var/severity)//Emitters are hardened but still might have issues
|
||||
use_power(50)
|
||||
if((severity == 1)&&prob(1)&&prob(1))
|
||||
if(src.active)
|
||||
/obj/machinery/emitter/attack_hand(mob/user as mob)
|
||||
src.add_fingerprint(user)
|
||||
if(state == 2)
|
||||
if(!src.locked)
|
||||
if(src.active==1)
|
||||
src.active = 0
|
||||
user << "You turn off the [src]."
|
||||
src.use_power = 1
|
||||
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
|
||||
else
|
||||
src.active = 1
|
||||
user << "You turn on the [src]."
|
||||
src.shot_number = 0
|
||||
src.fire_delay = 100
|
||||
src.use_power = 2
|
||||
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
|
||||
update_icon()
|
||||
else
|
||||
user << "\red The controls are locked!"
|
||||
else
|
||||
user << "\red The [src] needs to be firmly secured to the floor first."
|
||||
return 1
|
||||
|
||||
|
||||
process()
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
if(src.state != 2)
|
||||
/obj/machinery/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
|
||||
use_power(1000)
|
||||
/* if((severity == 1)&&prob(1)&&prob(1))
|
||||
if(src.active)
|
||||
src.active = 0
|
||||
src.use_power = 1 */
|
||||
return 1
|
||||
|
||||
/obj/machinery/containment_field/meteorhit()
|
||||
return 0
|
||||
|
||||
/obj/machinery/emitter/process()
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
if(src.state != 2)
|
||||
src.active = 0
|
||||
return
|
||||
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
|
||||
src.last_shot = world.time
|
||||
if(src.shot_number < 3)
|
||||
src.fire_delay = 2
|
||||
src.shot_number ++
|
||||
else
|
||||
src.fire_delay = rand(20,100)
|
||||
src.shot_number = 0
|
||||
use_power(1000)
|
||||
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
|
||||
playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
|
||||
if(prob(35))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
A.dir = src.dir
|
||||
if(src.dir == 1)//Up
|
||||
A.yo = 20
|
||||
A.xo = 0
|
||||
else if(src.dir == 2)//Down
|
||||
A.yo = -20
|
||||
A.xo = 0
|
||||
else if(src.dir == 4)//Right
|
||||
A.yo = 0
|
||||
A.xo = 20
|
||||
else if(src.dir == 8)//Left
|
||||
A.yo = 0
|
||||
A.xo = -20
|
||||
else // Any other
|
||||
A.yo = -20
|
||||
A.xo = 0
|
||||
A.process()
|
||||
|
||||
|
||||
/obj/machinery/emitter/attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
if(active)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
|
||||
src.last_shot = world.time
|
||||
if(src.shot_number < 3)
|
||||
src.fire_delay = 2
|
||||
src.shot_number ++
|
||||
else
|
||||
src.fire_delay = rand(20,100)
|
||||
src.shot_number = 0
|
||||
use_power(1000)
|
||||
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
|
||||
playsound(src.loc, 'emitter.ogg', 25, 1)
|
||||
if(prob(35))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
A.dir = src.dir
|
||||
if(src.dir == 1)//Up
|
||||
A.yo = 20
|
||||
A.xo = 0
|
||||
else if(src.dir == 2)//Down
|
||||
A.yo = -20
|
||||
A.xo = 0
|
||||
else if(src.dir == 4)//Right
|
||||
A.yo = 0
|
||||
A.xo = 20
|
||||
else if(src.dir == 8)//Left
|
||||
A.yo = 0
|
||||
A.xo = -20
|
||||
else // Any other
|
||||
A.yo = -20
|
||||
A.xo = 0
|
||||
A.fired()
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
if(active)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(active)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(active)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the [src] to the floor."
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
|
||||
if(emagged)
|
||||
user << "\red The lock seems to be broken"
|
||||
return
|
||||
if(src.allowed(user))
|
||||
if(active)
|
||||
src.locked = !src.locked
|
||||
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the [src] to the floor."
|
||||
else
|
||||
src.locked = 0 //just in case it somehow gets locked
|
||||
user << "\red The controls can only be locked when the [src] is online"
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
|
||||
if(emagged)
|
||||
user << "\red The lock seems to be broken"
|
||||
return
|
||||
if(src.allowed(user))
|
||||
if(active)
|
||||
src.locked = !src.locked
|
||||
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
return
|
||||
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
|
||||
locked = 0
|
||||
emagged = 1
|
||||
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
|
||||
return
|
||||
|
||||
..()
|
||||
src.locked = 0 //just in case it somehow gets locked
|
||||
user << "\red The controls can only be locked when the [src] is online"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
return
|
||||
|
||||
|
||||
power_change()
|
||||
..()
|
||||
update_icon()
|
||||
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
|
||||
locked = 0
|
||||
emagged = 1
|
||||
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
|
||||
return
|
||||
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/emitter/power_change()
|
||||
..()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
|
||||
|
||||
var/containment_fail_announced = 0
|
||||
|
||||
/*
|
||||
field_generator power level display
|
||||
@@ -17,7 +16,7 @@ field_generator power level display
|
||||
/obj/machinery/field_generator
|
||||
name = "Field Generator"
|
||||
desc = "A large thermal battery that projects a high amount of energy when powered."
|
||||
icon = 'field_generator.dmi'
|
||||
icon = 'icons/obj/machines/field_generator.dmi'
|
||||
icon_state = "Field_Gen"
|
||||
anchored = 0
|
||||
density = 1
|
||||
@@ -34,326 +33,323 @@ field_generator power level display
|
||||
var/clean_up = 0
|
||||
|
||||
|
||||
update_icon()
|
||||
overlays = null
|
||||
if(!active)
|
||||
if(warming_up)
|
||||
overlays += "+a[warming_up]"
|
||||
if(fields.len)
|
||||
overlays += "+on"
|
||||
// Power level indicator
|
||||
// Scale % power to % num_power_levels and truncate value
|
||||
var/level = round(num_power_levels * power / field_generator_max_power)
|
||||
// Clamp between 0 and num_power_levels for out of range power values
|
||||
level = between(0, level, num_power_levels)
|
||||
if(level)
|
||||
overlays += "+p[level]"
|
||||
/obj/machinery/field_generator/update_icon()
|
||||
overlays = null
|
||||
if(!active)
|
||||
if(warming_up)
|
||||
overlays += "+a[warming_up]"
|
||||
if(fields.len)
|
||||
overlays += "+on"
|
||||
// Power level indicator
|
||||
// Scale % power to % num_power_levels and truncate value
|
||||
var/level = round(num_power_levels * power / field_generator_max_power)
|
||||
// Clamp between 0 and num_power_levels for out of range power values
|
||||
level = between(0, level, num_power_levels)
|
||||
if(level)
|
||||
overlays += "+p[level]"
|
||||
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
fields = list()
|
||||
connected_gens = list()
|
||||
return
|
||||
/obj/machinery/field_generator/New()
|
||||
..()
|
||||
fields = list()
|
||||
connected_gens = list()
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
if(Varedit_start == 1)
|
||||
if(active == 0)
|
||||
active = 1
|
||||
state = 2
|
||||
power = field_generator_max_power
|
||||
anchored = 1
|
||||
warming_up = 3
|
||||
start_fields()
|
||||
update_icon()
|
||||
Varedit_start = 0
|
||||
|
||||
if(src.active == 2)
|
||||
calc_power()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
if(state == 2)
|
||||
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
|
||||
if(src.active >= 1)
|
||||
user << "You are unable to turn off the [src.name] once it is online."
|
||||
return 1
|
||||
else
|
||||
user.visible_message("[user.name] turns on the [src.name]", \
|
||||
"You turn on the [src.name].", \
|
||||
"You hear heavy droning")
|
||||
turn_on()
|
||||
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
|
||||
|
||||
src.add_fingerprint(user)
|
||||
else
|
||||
user << "The [src] needs to be firmly secured to the floor first."
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/W, mob/user)
|
||||
if(active)
|
||||
user << "The [src] needs to be off."
|
||||
return
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
return
|
||||
else if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
return
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the field generator to the floor."
|
||||
else
|
||||
return
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
else
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
emp_act()
|
||||
return 0
|
||||
|
||||
|
||||
blob_act()
|
||||
if(active)
|
||||
return 0
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
|
||||
Del()
|
||||
src.cleanup()
|
||||
..()
|
||||
|
||||
|
||||
proc
|
||||
turn_off()
|
||||
active = 0
|
||||
spawn(1)
|
||||
src.cleanup()
|
||||
update_icon()
|
||||
|
||||
turn_on()
|
||||
/obj/machinery/field_generator/process()
|
||||
if(Varedit_start == 1)
|
||||
if(active == 0)
|
||||
active = 1
|
||||
warming_up = 1
|
||||
spawn(1)
|
||||
while (warming_up<3 && active)
|
||||
sleep(50)
|
||||
warming_up++
|
||||
update_icon()
|
||||
if(warming_up >= 3)
|
||||
start_fields()
|
||||
state = 2
|
||||
power = field_generator_max_power
|
||||
anchored = 1
|
||||
warming_up = 3
|
||||
start_fields()
|
||||
update_icon()
|
||||
Varedit_start = 0
|
||||
|
||||
|
||||
if(src.active == 2)
|
||||
calc_power()
|
||||
if(Varpower)
|
||||
return 1
|
||||
update_icon()
|
||||
return
|
||||
|
||||
update_icon()
|
||||
if(src.power > field_generator_max_power)
|
||||
src.power = field_generator_max_power
|
||||
|
||||
var/power_draw = 2
|
||||
for (var/obj/machinery/containment_field/F in fields)
|
||||
if (isnull(F))
|
||||
continue
|
||||
power_draw++
|
||||
if(draw_power(round(power_draw/2,1)))
|
||||
/obj/machinery/field_generator/attack_hand(mob/user as mob)
|
||||
if(state == 2)
|
||||
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
|
||||
if(src.active >= 1)
|
||||
user << "You are unable to turn off the [src.name] once it is online."
|
||||
return 1
|
||||
else
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("\red The [src.name] shuts down!")
|
||||
turn_off()
|
||||
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
|
||||
src.power = 0
|
||||
return 0
|
||||
user.visible_message("[user.name] turns on the [src.name]", \
|
||||
"You turn on the [src.name].", \
|
||||
"You hear heavy droning")
|
||||
turn_on()
|
||||
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
|
||||
|
||||
src.add_fingerprint(user)
|
||||
else
|
||||
user << "The [src] needs to be firmly secured to the floor first."
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
|
||||
if(active)
|
||||
user << "The [src] needs to be off."
|
||||
return
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
return
|
||||
else if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
return
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the field generator to the floor."
|
||||
else
|
||||
return
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
else
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/field_generator/emp_act()
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/field_generator/blob_act()
|
||||
if(active)
|
||||
return 0
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/containment_field/meteorhit()
|
||||
return 0
|
||||
|
||||
/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/field_generator/Del()
|
||||
src.cleanup()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/turn_off()
|
||||
active = 0
|
||||
spawn(1)
|
||||
src.cleanup()
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/field_generator/proc/turn_on()
|
||||
active = 1
|
||||
warming_up = 1
|
||||
spawn(1)
|
||||
while (warming_up<3 && active)
|
||||
sleep(50)
|
||||
warming_up++
|
||||
update_icon()
|
||||
if(warming_up >= 3)
|
||||
start_fields()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/calc_power()
|
||||
if(Varpower)
|
||||
return 1
|
||||
|
||||
update_icon()
|
||||
if(src.power > field_generator_max_power)
|
||||
src.power = field_generator_max_power
|
||||
|
||||
var/power_draw = 2
|
||||
for (var/obj/machinery/containment_field/F in fields)
|
||||
if (isnull(F))
|
||||
continue
|
||||
power_draw++
|
||||
if(draw_power(round(power_draw/2,1)))
|
||||
return 1
|
||||
else
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("\red The [src.name] shuts down!")
|
||||
turn_off()
|
||||
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
|
||||
src.power = 0
|
||||
return 0
|
||||
|
||||
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
|
||||
draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
|
||||
if(Varpower)
|
||||
return 1
|
||||
if((G && G == src) || (failsafe >= 8))//Loopin, set fail
|
||||
return 0
|
||||
else
|
||||
failsafe++
|
||||
if(src.power >= draw)//We have enough power
|
||||
src.power -= draw
|
||||
return 1
|
||||
else//Need more power
|
||||
draw -= src.power
|
||||
src.power = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if(isnull(FG))
|
||||
continue
|
||||
if(FG == last)//We just asked you
|
||||
continue
|
||||
if(G)//Another gen is askin for power and we dont have it
|
||||
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
else//We are askin another for power
|
||||
if(FG.draw_power(draw,failsafe,src,src))
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
start_fields()
|
||||
if(!src.state == 2 || !anchored)
|
||||
turn_off()
|
||||
return
|
||||
spawn(1)
|
||||
setup_field(1)
|
||||
spawn(2)
|
||||
setup_field(2)
|
||||
spawn(3)
|
||||
setup_field(4)
|
||||
spawn(4)
|
||||
setup_field(8)
|
||||
src.active = 2
|
||||
|
||||
|
||||
setup_field(var/NSEW)
|
||||
var/turf/T = src.loc
|
||||
var/obj/machinery/field_generator/G
|
||||
var/steps = 0
|
||||
if(!NSEW)//Make sure its ran right
|
||||
return
|
||||
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
|
||||
T = get_step(T, NSEW)
|
||||
if(T.density)//We cant shoot a field though this
|
||||
/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
|
||||
if(Varpower)
|
||||
return 1
|
||||
if((G && G == src) || (failsafe >= 8))//Loopin, set fail
|
||||
return 0
|
||||
else
|
||||
failsafe++
|
||||
if(src.power >= draw)//We have enough power
|
||||
src.power -= draw
|
||||
return 1
|
||||
else//Need more power
|
||||
draw -= src.power
|
||||
src.power = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if(isnull(FG))
|
||||
continue
|
||||
if(FG == last)//We just asked you
|
||||
continue
|
||||
if(G)//Another gen is askin for power and we dont have it
|
||||
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
else//We are askin another for power
|
||||
if(FG.draw_power(draw,failsafe,src,src))
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
for(var/atom/A in T.contents)
|
||||
if(ismob(A))
|
||||
continue
|
||||
if(!istype(A,/obj/machinery/field_generator))
|
||||
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
|
||||
return 0
|
||||
steps += 1
|
||||
G = locate(/obj/machinery/field_generator) in T
|
||||
if(!isnull(G))
|
||||
steps -= 1
|
||||
if(!G.active)
|
||||
return 0
|
||||
break
|
||||
if(isnull(G))
|
||||
return
|
||||
T = src.loc
|
||||
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
|
||||
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
|
||||
T = get_step(T, NSEW)
|
||||
if(!locate(/obj/machinery/containment_field) in T)
|
||||
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
|
||||
CF.set_master(src,G)
|
||||
fields += CF
|
||||
G.fields += CF
|
||||
CF.loc = T
|
||||
CF.dir = field_dir
|
||||
var/listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
if(FG == G)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
connected_gens.Add(G)
|
||||
listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
|
||||
if (isnull(FG2))
|
||||
continue
|
||||
if(FG2 == src)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
G.connected_gens.Add(src)
|
||||
|
||||
|
||||
cleanup()
|
||||
if(!containment_fail_announced)
|
||||
containment_fail_announced = 1
|
||||
var/obj/item/device/radio/a = new /obj/item/device/radio(null)
|
||||
a.config(list("Engineering" = 0))
|
||||
a.autosay("\"DANGER! Field failure detected! Immediate response advised!\"", "Singularity Monitoring Computer", "department")
|
||||
del(a)
|
||||
spawn(6000) //10 minutes.
|
||||
containment_fail_announced = 0
|
||||
clean_up = 1
|
||||
for (var/obj/machinery/containment_field/F in fields)
|
||||
if (isnull(F))
|
||||
continue
|
||||
del(F)
|
||||
fields = list()
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
FG.connected_gens.Remove(src)
|
||||
connected_gens.Remove(FG)
|
||||
connected_gens = list()
|
||||
clean_up = 0
|
||||
/obj/machinery/field_generator/proc/start_fields()
|
||||
if(!src.state == 2 || !anchored)
|
||||
turn_off()
|
||||
return
|
||||
spawn(1)
|
||||
setup_field(1)
|
||||
spawn(2)
|
||||
setup_field(2)
|
||||
spawn(3)
|
||||
setup_field(4)
|
||||
spawn(4)
|
||||
setup_field(8)
|
||||
src.active = 2
|
||||
|
||||
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
|
||||
//singulo eats the evidence". It's not fool-proof but better than nothing.
|
||||
//I want to avoid using global variables.
|
||||
spawn(1)
|
||||
var/temp = 1 //stops spam
|
||||
for(var/obj/machinery/singularity/O in world)
|
||||
if(O.last_warning && temp)
|
||||
if((world.time - O.last_warning) > 50) //to stop message-spam
|
||||
temp = 0
|
||||
message_admins("A singulo exists and a containment field has failed.",1)
|
||||
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
|
||||
O.last_warning = world.time
|
||||
|
||||
/obj/machinery/field_generator/proc/setup_field(var/NSEW)
|
||||
var/turf/T = src.loc
|
||||
var/obj/machinery/field_generator/G
|
||||
var/steps = 0
|
||||
if(!NSEW)//Make sure its ran right
|
||||
return
|
||||
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
|
||||
T = get_step(T, NSEW)
|
||||
if(T.density)//We cant shoot a field though this
|
||||
return 0
|
||||
for(var/atom/A in T.contents)
|
||||
if(ismob(A))
|
||||
continue
|
||||
if(!istype(A,/obj/machinery/field_generator))
|
||||
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
|
||||
return 0
|
||||
steps += 1
|
||||
G = locate(/obj/machinery/field_generator) in T
|
||||
if(!isnull(G))
|
||||
steps -= 1
|
||||
if(!G.active)
|
||||
return 0
|
||||
break
|
||||
if(isnull(G))
|
||||
return
|
||||
T = src.loc
|
||||
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
|
||||
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
|
||||
T = get_step(T, NSEW)
|
||||
if(!locate(/obj/machinery/containment_field) in T)
|
||||
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
|
||||
CF.set_master(src,G)
|
||||
fields += CF
|
||||
G.fields += CF
|
||||
CF.loc = T
|
||||
CF.dir = field_dir
|
||||
var/listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
if(FG == G)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
connected_gens.Add(G)
|
||||
listcheck = 0
|
||||
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
|
||||
if (isnull(FG2))
|
||||
continue
|
||||
if(FG2 == src)
|
||||
listcheck = 1
|
||||
break
|
||||
if(!listcheck)
|
||||
G.connected_gens.Add(src)
|
||||
|
||||
|
||||
/obj/machinery/field_generator/proc/cleanup()
|
||||
clean_up = 1
|
||||
for (var/obj/machinery/containment_field/F in fields)
|
||||
if (isnull(F))
|
||||
continue
|
||||
del(F)
|
||||
fields = list()
|
||||
for(var/obj/machinery/field_generator/FG in connected_gens)
|
||||
if (isnull(FG))
|
||||
continue
|
||||
FG.connected_gens.Remove(src)
|
||||
if(!FG.clean_up)//Makes the other gens clean up as well
|
||||
FG.cleanup()
|
||||
connected_gens.Remove(FG)
|
||||
connected_gens = list()
|
||||
clean_up = 0
|
||||
update_icon()
|
||||
|
||||
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
|
||||
//singulo eats the evidence". It's not fool-proof but better than nothing.
|
||||
//I want to avoid using global variables.
|
||||
spawn(1)
|
||||
var/temp = 1 //stops spam
|
||||
for(var/obj/machinery/singularity/O in world)
|
||||
if(O.last_warning && temp)
|
||||
if((world.time - O.last_warning) > 50) //to stop message-spam
|
||||
temp = 0
|
||||
message_admins("A singulo exists and a containment field has failed.",1)
|
||||
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
|
||||
O.last_warning = world.time
|
||||
|
||||
@@ -1,19 +1,14 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
|
||||
|
||||
|
||||
/////SINGULARITY SPAWNER
|
||||
/obj/machinery/the_singularitygen/
|
||||
name = "Gravitational Singularity Generator"
|
||||
desc = "An Odd Device which produces a Gravitational Singularity when set up."
|
||||
icon = 'singularity.dmi'
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "TheSingGen"
|
||||
anchored = 0
|
||||
density = 1
|
||||
use_power = 0
|
||||
var/energy = 0
|
||||
|
||||
//////////////////////Singularity gen START
|
||||
|
||||
/obj/machinery/the_singularitygen/process()
|
||||
var/turf/T = get_turf(src)
|
||||
if(src.energy >= 200)
|
||||
@@ -21,25 +16,11 @@
|
||||
spawn(0)
|
||||
del(src)
|
||||
return
|
||||
/*
|
||||
if (singularity_is_surrounded(T))
|
||||
new /obj/machinery/singularity/(T, 200)
|
||||
spawn(0)
|
||||
del(src)
|
||||
return
|
||||
*/
|
||||
|
||||
///obj/machinery/the_singularitygen/Bumped(atom/A)
|
||||
// if(istype(A,/obj/effect/accelerated_particle))
|
||||
// src.energy += A:energy
|
||||
// return
|
||||
// ..()
|
||||
|
||||
|
||||
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
anchored = !anchored
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
if(anchored)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the [src.name] to the floor.", \
|
||||
@@ -50,11 +31,3 @@
|
||||
"You hear a ratchet")
|
||||
return
|
||||
return ..()
|
||||
|
||||
|
||||
/proc/singularity_is_surrounded(turf/T)//TODO:Add a timer so we dont need this
|
||||
var/checkpointC = 0
|
||||
for (var/obj/X in orange(4,T)) //TODO: do we need requirement to singularity be actually _surrounded_ by field?
|
||||
if(istype(X, /obj/machinery/containment_field) || istype(X, /obj/machinery/shieldwall))
|
||||
checkpointC ++
|
||||
return checkpointC >= 20
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
|
||||
|
||||
/obj/effect/accelerated_particle
|
||||
name = "Accelerated Particles"
|
||||
desc = "Small things moving very fast."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "particle"//Need a new icon for this
|
||||
anchored = 1
|
||||
density = 1
|
||||
@@ -17,95 +17,91 @@
|
||||
var/turf/target
|
||||
var/turf/source
|
||||
var/movetotarget = 1
|
||||
weak
|
||||
movement_range = 8
|
||||
energy = 5
|
||||
|
||||
strong
|
||||
movement_range = 15
|
||||
energy = 15
|
||||
/obj/effect/accelerated_particle/weak
|
||||
movement_range = 8
|
||||
energy = 5
|
||||
|
||||
/obj/effect/accelerated_particle/strong
|
||||
movement_range = 15
|
||||
energy = 15
|
||||
|
||||
|
||||
New(loc, dir = 2)
|
||||
src.loc = loc
|
||||
source = usr
|
||||
src.dir = dir
|
||||
spawn(1)
|
||||
move(1)
|
||||
return
|
||||
/obj/effect/accelerated_particle/New(loc, dir = 2)
|
||||
src.loc = loc
|
||||
src.dir = dir
|
||||
if(movement_range > 20)
|
||||
movement_range = 20
|
||||
spawn(0)
|
||||
move(1)
|
||||
return
|
||||
|
||||
|
||||
Bump(atom/A)
|
||||
if (A)
|
||||
if(ismob(A))
|
||||
toxmob(A)
|
||||
else if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
|
||||
A:energy += energy
|
||||
// energy = 0 //This breaks the current singularity
|
||||
else if( istype(A,/obj/machinery/rust/particle_catcher) )
|
||||
var/obj/machinery/rust/particle_catcher/collided_catcher = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_catcher.AddParticles(particle_type, 1 + additional_particles))
|
||||
collided_catcher.parent.AddEnergy(energy,mega_energy)
|
||||
del (src)
|
||||
else if( istype(A,/obj/machinery/rust/core) )
|
||||
var/obj/machinery/rust/core/collided_core = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
|
||||
var/energy_loss_ratio = abs(collided_core.owned_field.frequency - frequency) / 1e9
|
||||
collided_core.owned_field.mega_energy += mega_energy - mega_energy * energy_loss_ratio
|
||||
collided_core.owned_field.energy += energy - energy * energy_loss_ratio
|
||||
del (src)
|
||||
return
|
||||
|
||||
|
||||
Bumped(atom/A)
|
||||
/obj/effect/accelerated_particle/Bump(atom/A)
|
||||
if (A)
|
||||
if(ismob(A))
|
||||
Bump(A)
|
||||
return
|
||||
toxmob(A)
|
||||
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
|
||||
A:energy += energy
|
||||
else if( istype(A,/obj/machinery/rust/particle_catcher) )
|
||||
var/obj/machinery/rust/particle_catcher/collided_catcher = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_catcher.AddParticles(particle_type, 1 + additional_particles))
|
||||
collided_catcher.parent.AddEnergy(energy,mega_energy)
|
||||
del (src)
|
||||
else if( istype(A,/obj/machinery/rust/core) )
|
||||
var/obj/machinery/rust/core/collided_core = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
|
||||
var/energy_loss_ratio = abs(collided_core.owned_field.frequency - frequency) / 1e9
|
||||
collided_core.owned_field.mega_energy += mega_energy - mega_energy * energy_loss_ratio
|
||||
collided_core.owned_field.energy += energy - energy * energy_loss_ratio
|
||||
del (src)
|
||||
return
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
return
|
||||
/obj/effect/accelerated_particle/Bumped(atom/A)
|
||||
if(ismob(A))
|
||||
Bump(A)
|
||||
return
|
||||
|
||||
|
||||
proc
|
||||
toxmob(var/mob/living/M)
|
||||
var/radiation = (energy*2)
|
||||
M.adjustToxLoss(radiation)
|
||||
/obj/effect/accelerated_particle/ex_act(severity)
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/effect/accelerated_particle/proc/toxmob(var/mob/living/M)
|
||||
var/radiation = (energy*2)
|
||||
/* if(istype(M,/mob/living/carbon/human))
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)
|
||||
if(istype(M,/mob/living/carbon/monkey))
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)*/
|
||||
if(ionizing)
|
||||
M.apply_effect((radiation*3),IRRADIATE,0)
|
||||
M.updatehealth()
|
||||
else
|
||||
M.apply_effect((radiation*2),IRRADIATE,0)
|
||||
M.updatehealth()
|
||||
//M << "\red You feel odd."
|
||||
return
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)
|
||||
if(istype(M,/mob/living/carbon/monkey))
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)*/
|
||||
M.apply_effect((radiation*3),IRRADIATE,0)
|
||||
M.updatehealth()
|
||||
//M << "\red You feel odd."
|
||||
return
|
||||
|
||||
|
||||
move(var/lag)
|
||||
if(target)
|
||||
if(movetotarget)
|
||||
if(!step_towards(src,target))
|
||||
src.loc = get_step(src, get_dir(src,target))
|
||||
if(get_dist(src,target) < 1)
|
||||
movetotarget = 0
|
||||
else
|
||||
if(!step(src, get_step_away(src,source)))
|
||||
src.loc = get_step(src, get_step_away(src,source))
|
||||
else
|
||||
if(!step(src,dir))
|
||||
src.loc = get_step(src,dir)
|
||||
movement_range--
|
||||
if(movement_range <= 0)
|
||||
del(src)
|
||||
else
|
||||
sleep(lag)
|
||||
move(lag)
|
||||
/obj/effect/accelerated_particle/proc/move(var/lag)
|
||||
if(target)
|
||||
if(movetotarget)
|
||||
if(!step_towards(src,target))
|
||||
src.loc = get_step(src, get_dir(src,target))
|
||||
if(get_dist(src,target) < 1)
|
||||
movetotarget = 0
|
||||
else
|
||||
if(!step(src, get_step_away(src,source)))
|
||||
src.loc = get_step(src, get_step_away(src,source))
|
||||
else
|
||||
if(!step(src,dir))
|
||||
src.loc = get_step(src,dir)
|
||||
movement_range--
|
||||
if(movement_range <= 0)
|
||||
del(src)
|
||||
else
|
||||
sleep(lag)
|
||||
move(lag)
|
||||
|
||||
@@ -60,7 +60,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
/obj/structure/particle_accelerator
|
||||
name = "Particle Accelerator"
|
||||
desc = "Part of a Particle Accelerator."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "none"
|
||||
anchored = 0
|
||||
density = 1
|
||||
@@ -71,219 +71,194 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
var/strength = null
|
||||
var/desc_holder = null
|
||||
|
||||
end_cap
|
||||
name = "Alpha Particle Generation Array"
|
||||
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
|
||||
icon_state = "end_cap"
|
||||
reference = "end_cap"
|
||||
/obj/structure/particle_accelerator/end_cap
|
||||
name = "Alpha Particle Generation Array"
|
||||
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
|
||||
icon_state = "end_cap"
|
||||
reference = "end_cap"
|
||||
|
||||
/* update_icon()
|
||||
switch(construction_state)
|
||||
if(0)
|
||||
icon_state="[reference]"
|
||||
if(1)
|
||||
icon_state="[reference]"
|
||||
if(2)
|
||||
icon_state="[reference]w"
|
||||
if(3)
|
||||
if(powered)
|
||||
switch(strength)
|
||||
if(0)
|
||||
icon_state="[reference]p0"
|
||||
if(1)
|
||||
icon_state="[reference]p1"
|
||||
if(2)
|
||||
icon_state="[reference]p2"
|
||||
else
|
||||
icon_state="[reference]p"
|
||||
else
|
||||
icon_state="[reference]c"
|
||||
/obj/structure/particle_accelerator/update_icon()
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/particle_accelerator/verb/rotate()
|
||||
set name = "Rotate Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 270)
|
||||
return 1
|
||||
|
||||
/obj/structure/particle_accelerator/verb/rotateccw()
|
||||
set name = "Rotate Counter Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
|
||||
/obj/structure/particle_accelerator/examine()
|
||||
switch(src.construction_state)
|
||||
if(0)
|
||||
src.desc = text("A [name], looks like it's not attached to the flooring")
|
||||
if(1)
|
||||
src.desc = text("A [name], it is missing some cables")
|
||||
if(2)
|
||||
src.desc = text("A [name], the panel is open")
|
||||
if(3)
|
||||
src.desc = text("The [name] is assembled")
|
||||
if(powered)
|
||||
src.desc = src.desc_holder
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user)
|
||||
if(istool(W))
|
||||
if(src.process_tool_hit(W,user))
|
||||
return
|
||||
*/
|
||||
..()
|
||||
return
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
/obj/structure/particle_accelerator/Move()
|
||||
..()
|
||||
if(master && master.active)
|
||||
master.toggle_power()
|
||||
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
|
||||
|
||||
/obj/structure/particle_accelerator/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
verb/rotate()
|
||||
set name = "Rotate Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 270)
|
||||
return 1
|
||||
|
||||
verb/rotateccw()
|
||||
set name = "Rotate Counter Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
|
||||
examine()
|
||||
switch(src.construction_state)
|
||||
if(0)
|
||||
src.desc = text("A [name], looks like it's not attached to the flooring")
|
||||
if(1)
|
||||
src.desc = text("A [name], it is missing some cables")
|
||||
if(2)
|
||||
src.desc = text("A [name], the panel is open")
|
||||
if(3)
|
||||
src.desc = text("The [name] is assembled")
|
||||
if(powered)
|
||||
src.desc = src.desc_holder
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/W, mob/user)
|
||||
if(istool(W))
|
||||
if(src.process_tool_hit(W,user))
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
Move()
|
||||
..()
|
||||
if(master && master.active)
|
||||
master.toggle_power()
|
||||
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
|
||||
|
||||
ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/particle_accelerator/blob_act()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/particle_accelerator/meteorhit()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/particle_accelerator/update_icon()
|
||||
switch(construction_state)
|
||||
if(0,1)
|
||||
icon_state="[reference]"
|
||||
if(2)
|
||||
icon_state="[reference]w"
|
||||
if(3)
|
||||
if(powered)
|
||||
icon_state="[reference]p[strength]"
|
||||
else
|
||||
return
|
||||
icon_state="[reference]c"
|
||||
return
|
||||
|
||||
/obj/structure/particle_accelerator/proc/update_state()
|
||||
if(master)
|
||||
master.update_state()
|
||||
return 0
|
||||
|
||||
|
||||
blob_act()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
/obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
|
||||
if(O && (O == master))
|
||||
if(construction_state >= 3)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
meteorhit()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
update_icon()
|
||||
switch(construction_state)
|
||||
if(0,1)
|
||||
icon_state="[reference]"
|
||||
if(2)
|
||||
icon_state="[reference]w"
|
||||
if(3)
|
||||
if(powered)
|
||||
icon_state="[reference]p[strength]"
|
||||
else
|
||||
icon_state="[reference]c"
|
||||
return
|
||||
|
||||
proc
|
||||
update_state()
|
||||
if(master)
|
||||
master.update_state()
|
||||
return 0
|
||||
/obj/structure/particle_accelerator/proc/report_master()
|
||||
if(master)
|
||||
return master
|
||||
return 0
|
||||
|
||||
|
||||
report_ready(var/obj/O)
|
||||
if(O && (O == master))
|
||||
if(construction_state >= 3)
|
||||
return 1
|
||||
return 0
|
||||
/obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
|
||||
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
|
||||
if(O.dir == src.dir)
|
||||
master = O
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
report_master()
|
||||
if(master)
|
||||
return master
|
||||
return 0
|
||||
/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
|
||||
if(!(O) || !(user))
|
||||
return 0
|
||||
if(!ismob(user) || !isobj(O))
|
||||
return 0
|
||||
var/temp_state = src.construction_state
|
||||
|
||||
|
||||
connect_master(var/obj/O)
|
||||
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
|
||||
if(O.dir == src.dir)
|
||||
master = O
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
process_tool_hit(var/obj/O, var/mob/user)
|
||||
if(!(O) || !(user))
|
||||
return 0
|
||||
if(!ismob(user) || !isobj(O))
|
||||
return 0
|
||||
var/temp_state = src.construction_state
|
||||
|
||||
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
|
||||
if(0)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
src.anchored = 1
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
src.anchored = 0
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
else if(iscoil(O))
|
||||
if(O:use(1,user))
|
||||
user.visible_message("[user.name] adds wires to the [src.name].", \
|
||||
"You add some wires.")
|
||||
temp_state++
|
||||
if(2)
|
||||
if(iswirecutter(O))//TODO:Shock user if its on?
|
||||
user.visible_message("[user.name] removes some wires from the [src.name].", \
|
||||
"You remove some wires.")
|
||||
temp_state--
|
||||
else if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
|
||||
"You close the access panel.")
|
||||
temp_state++
|
||||
if(3)
|
||||
if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
|
||||
"You open the access panel.")
|
||||
temp_state--
|
||||
if(temp_state == src.construction_state)//Nothing changed
|
||||
return 0
|
||||
else
|
||||
src.construction_state = temp_state
|
||||
if(src.construction_state < 3)//Was taken apart, update state
|
||||
update_state()
|
||||
update_icon()
|
||||
return 1
|
||||
return 0
|
||||
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
|
||||
if(0)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
src.anchored = 1
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
src.anchored = 0
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
else if(iscoil(O))
|
||||
if(O:use(1,user))
|
||||
user.visible_message("[user.name] adds wires to the [src.name].", \
|
||||
"You add some wires.")
|
||||
temp_state++
|
||||
if(2)
|
||||
if(iswirecutter(O))//TODO:Shock user if its on?
|
||||
user.visible_message("[user.name] removes some wires from the [src.name].", \
|
||||
"You remove some wires.")
|
||||
temp_state--
|
||||
else if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
|
||||
"You close the access panel.")
|
||||
temp_state++
|
||||
if(3)
|
||||
if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
|
||||
"You open the access panel.")
|
||||
temp_state--
|
||||
if(temp_state == src.construction_state)//Nothing changed
|
||||
return 0
|
||||
else
|
||||
src.construction_state = temp_state
|
||||
if(src.construction_state < 3)//Was taken apart, update state
|
||||
update_state()
|
||||
update_icon()
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator
|
||||
name = "Particle Accelerator"
|
||||
desc = "Part of a Particle Accelerator."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "none"
|
||||
anchored = 0
|
||||
density = 1
|
||||
@@ -298,138 +273,138 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
var/desc_holder = null
|
||||
|
||||
|
||||
verb/rotate()
|
||||
set name = "Rotate Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
/obj/machinery/particle_accelerator/verb/rotate()
|
||||
set name = "Rotate Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 270)
|
||||
return 1
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 270)
|
||||
return 1
|
||||
|
||||
verb/rotateccw()
|
||||
set name = "Rotate Counter-Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
/obj/machinery/particle_accelerator/verb/rotateccw()
|
||||
set name = "Rotate Counter-Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
|
||||
update_icon()
|
||||
return
|
||||
/obj/machinery/particle_accelerator/update_icon()
|
||||
return
|
||||
|
||||
examine()
|
||||
switch(src.construction_state)
|
||||
if(0)
|
||||
src.desc = text("A [name], looks like it's not attached to the flooring")
|
||||
if(1)
|
||||
src.desc = text("A [name], it is missing some cables")
|
||||
if(2)
|
||||
src.desc = text("A [name], the panel is open")
|
||||
if(3)
|
||||
src.desc = text("The [name] is assembled")
|
||||
if(powered)
|
||||
src.desc = src.desc_holder
|
||||
..()
|
||||
return
|
||||
/obj/machinery/particle_accelerator/examine()
|
||||
switch(src.construction_state)
|
||||
if(0)
|
||||
src.desc = text("A [name], looks like it's not attached to the flooring")
|
||||
if(1)
|
||||
src.desc = text("A [name], it is missing some cables")
|
||||
if(2)
|
||||
src.desc = text("A [name], the panel is open")
|
||||
if(3)
|
||||
src.desc = text("The [name] is assembled")
|
||||
if(powered)
|
||||
src.desc = src.desc_holder
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
attackby(obj/item/W, mob/user)
|
||||
if(istool(W))
|
||||
if(src.process_tool_hit(W,user))
|
||||
return
|
||||
..()
|
||||
return
|
||||
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user)
|
||||
if(istool(W))
|
||||
if(src.process_tool_hit(W,user))
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
/obj/machinery/particle_accelerator/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
blob_act()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
/obj/machinery/particle_accelerator/blob_act()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
meteorhit()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
proc
|
||||
update_state()
|
||||
return 0
|
||||
/obj/machinery/particle_accelerator/meteorhit()
|
||||
if(prob(50))
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
process_tool_hit(var/obj/O, var/mob/user)
|
||||
if(!(O) || !(user))
|
||||
return 0
|
||||
if(!ismob(user) || !isobj(O))
|
||||
return 0
|
||||
var/temp_state = src.construction_state
|
||||
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
|
||||
if(0)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
src.anchored = 1
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
src.anchored = 0
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
else if(iscoil(O))
|
||||
if(O:use(1))
|
||||
user.visible_message("[user.name] adds wires to the [src.name].", \
|
||||
"You add some wires.")
|
||||
temp_state++
|
||||
if(2)
|
||||
if(iswirecutter(O))//TODO:Shock user if its on?
|
||||
user.visible_message("[user.name] removes some wires from the [src.name].", \
|
||||
"You remove some wires.")
|
||||
temp_state--
|
||||
else if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
|
||||
"You close the access panel.")
|
||||
temp_state++
|
||||
if(3)
|
||||
if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
|
||||
"You open the access panel.")
|
||||
temp_state--
|
||||
active = 0
|
||||
if(temp_state == src.construction_state)//Nothing changed
|
||||
return 0
|
||||
else
|
||||
if(src.construction_state < 3)//Was taken apart, update state
|
||||
update_state()
|
||||
if(use_power)
|
||||
use_power = 0
|
||||
src.construction_state = temp_state
|
||||
if(src.construction_state >= 3)
|
||||
use_power = 1
|
||||
update_icon()
|
||||
return 1
|
||||
return 0
|
||||
/obj/machinery/particle_accelerator/proc/update_state()
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
|
||||
if(!(O) || !(user))
|
||||
return 0
|
||||
if(!ismob(user) || !isobj(O))
|
||||
return 0
|
||||
var/temp_state = src.construction_state
|
||||
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
|
||||
if(0)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
src.anchored = 1
|
||||
user.visible_message("[user.name] secures the [src.name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
if(1)
|
||||
if(iswrench(O))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
src.anchored = 0
|
||||
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
else if(iscoil(O))
|
||||
if(O:use(1))
|
||||
user.visible_message("[user.name] adds wires to the [src.name].", \
|
||||
"You add some wires.")
|
||||
temp_state++
|
||||
if(2)
|
||||
if(iswirecutter(O))//TODO:Shock user if its on?
|
||||
user.visible_message("[user.name] removes some wires from the [src.name].", \
|
||||
"You remove some wires.")
|
||||
temp_state--
|
||||
else if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
|
||||
"You close the access panel.")
|
||||
temp_state++
|
||||
if(3)
|
||||
if(isscrewdriver(O))
|
||||
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
|
||||
"You open the access panel.")
|
||||
temp_state--
|
||||
active = 0
|
||||
if(temp_state == src.construction_state)//Nothing changed
|
||||
return 0
|
||||
else
|
||||
if(src.construction_state < 3)//Was taken apart, update state
|
||||
update_state()
|
||||
if(use_power)
|
||||
use_power = 0
|
||||
src.construction_state = temp_state
|
||||
if(src.construction_state >= 3)
|
||||
use_power = 1
|
||||
update_icon()
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
/obj/structure/particle_accelerator/fuel_chamber
|
||||
name = "EM Acceleration Chamber"
|
||||
desc_holder = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "fuel_chamber"
|
||||
reference = "fuel_chamber"
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
return
|
||||
/obj/structure/particle_accelerator/fuel_chamber/update_icon()
|
||||
..()
|
||||
return
|
||||
@@ -3,7 +3,7 @@
|
||||
/obj/machinery/particle_accelerator/control_box
|
||||
name = "Particle Accelerator Control Computer"
|
||||
desc = "This controls the density of the particles."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "control_box"
|
||||
reference = "control_box"
|
||||
anchored = 0
|
||||
@@ -18,218 +18,211 @@
|
||||
var/assembled = 0
|
||||
var/parts = null
|
||||
|
||||
New()
|
||||
/obj/machinery/particle_accelerator/control_box/New()
|
||||
connected_parts = list()
|
||||
..()
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
|
||||
if(construction_state >= 3)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/update_state()
|
||||
if(construction_state < 3)
|
||||
use_power = 0
|
||||
assembled = 0
|
||||
active = 0
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = null
|
||||
part.powered = 0
|
||||
part.update_icon()
|
||||
connected_parts = list()
|
||||
..()
|
||||
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
if(construction_state >= 3)
|
||||
interact(user)
|
||||
|
||||
update_state()
|
||||
if(construction_state < 3)
|
||||
use_power = 0
|
||||
assembled = 0
|
||||
active = 0
|
||||
connected_parts = list()
|
||||
return
|
||||
if(!part_scan())
|
||||
use_power = 1
|
||||
active = 0
|
||||
connected_parts = list()
|
||||
|
||||
return
|
||||
if(!part_scan())
|
||||
use_power = 1
|
||||
active = 0
|
||||
connected_parts = list()
|
||||
|
||||
update_icon()
|
||||
if(active)
|
||||
icon_state = "[reference]p1"
|
||||
return
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/update_icon()
|
||||
if(active)
|
||||
icon_state = "[reference]p1"
|
||||
else
|
||||
if(use_power)
|
||||
if(assembled)
|
||||
icon_state = "[reference]p"
|
||||
else
|
||||
icon_state = "u[reference]p"
|
||||
else
|
||||
if(use_power)
|
||||
if(assembled)
|
||||
icon_state = "[reference]p"
|
||||
switch(construction_state)
|
||||
if(0)
|
||||
icon_state = "[reference]"
|
||||
if(1)
|
||||
icon_state = "[reference]"
|
||||
if(2)
|
||||
icon_state = "[reference]w"
|
||||
else
|
||||
icon_state = "u[reference]p"
|
||||
else
|
||||
switch(construction_state)
|
||||
if(0)
|
||||
icon_state = "[reference]"
|
||||
if(1)
|
||||
icon_state = "[reference]"
|
||||
if(2)
|
||||
icon_state = "[reference]w"
|
||||
else
|
||||
icon_state = "[reference]c"
|
||||
icon_state = "[reference]c"
|
||||
return
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
|
||||
..()
|
||||
//Ignore input if we are broken, !silicon guy cant touch us, or nonai controlling from super far away
|
||||
if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon)) || (get_dist(src, usr) > 8 && !istype(usr, /mob/living/silicon/ai)))
|
||||
usr.machine = null
|
||||
usr << browse(null, "window=pacontrol")
|
||||
return
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=pacontrol")
|
||||
usr.machine = null
|
||||
return
|
||||
if(href_list["togglep"])
|
||||
src.toggle_power()
|
||||
investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr.key]","singulo")
|
||||
else if(href_list["scan"])
|
||||
src.part_scan()
|
||||
else if(href_list["strengthup"])
|
||||
strength++
|
||||
if(strength > 2)
|
||||
strength = 2
|
||||
else
|
||||
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = strength
|
||||
part.update_icon()
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
//Ignore input if we are broken, !silicon guy cant touch us, or nonai controlling from super far away
|
||||
if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon)) || (get_dist(src, usr) > 8 && !istype(usr, /mob/living/silicon/ai)))
|
||||
usr.machine = null
|
||||
usr << browse(null, "window=pacontrol")
|
||||
return
|
||||
else if(href_list["strengthdown"])
|
||||
strength--
|
||||
if(strength < 0)
|
||||
strength = 0
|
||||
else
|
||||
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = strength
|
||||
part.update_icon()
|
||||
src.updateDialog()
|
||||
src.update_icon()
|
||||
return
|
||||
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=pacontrol")
|
||||
usr.machine = null
|
||||
return
|
||||
if(href_list["togglep"])
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/power_change()
|
||||
..()
|
||||
if(stat & NOPOWER)
|
||||
active = 0
|
||||
use_power = 0
|
||||
else if(!stat && construction_state == 3)
|
||||
use_power = 1
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/process()
|
||||
if(src.active)
|
||||
//a part is missing!
|
||||
if( length(connected_parts) < 6 )
|
||||
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
|
||||
src.toggle_power()
|
||||
investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr.key]","singulo")
|
||||
message_admins("[usr] toggled particle accelerator power to [active ? "on" : "off"].")
|
||||
log_admin("[usr] toggled particle accelerator power to [active ? "on" : "off"].")
|
||||
else if(href_list["scan"])
|
||||
src.part_scan()
|
||||
else if(href_list["strengthup"])
|
||||
strength++
|
||||
if(strength > 2)
|
||||
strength = 2
|
||||
else
|
||||
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
|
||||
message_admins("[usr] increased particle accelerator power to [strength].")
|
||||
log_admin("[usr] increased particle accelerator power to [strength].")
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = strength
|
||||
part.update_icon()
|
||||
|
||||
else if(href_list["strengthdown"])
|
||||
strength--
|
||||
if(strength < 0)
|
||||
strength = 0
|
||||
else
|
||||
message_admins("[usr] decreased particle accelerator power to [strength].")
|
||||
log_admin("[usr] decreased particle accelerator power to [strength].")
|
||||
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = strength
|
||||
part.update_icon()
|
||||
src.updateDialog()
|
||||
src.update_icon()
|
||||
return
|
||||
|
||||
|
||||
power_change()
|
||||
..()
|
||||
if(stat & NOPOWER)
|
||||
active = 0
|
||||
use_power = 0
|
||||
else if(!stat && construction_state == 3)
|
||||
use_power = 1
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
if(src.active)
|
||||
//a part is missing!
|
||||
if( length(connected_parts) < 6 )
|
||||
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
|
||||
src.toggle_power()
|
||||
return
|
||||
//emit some particles
|
||||
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
|
||||
if(PE)
|
||||
PE.emit_particle(src.strength)
|
||||
return
|
||||
|
||||
|
||||
proc
|
||||
part_scan()
|
||||
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
|
||||
src.dir = F.dir
|
||||
connected_parts = list()
|
||||
var/tally = 0
|
||||
var/ldir = turn(dir,-90)
|
||||
var/rdir = turn(dir,90)
|
||||
var/odir = turn(dir,180)
|
||||
var/turf/T = src.loc
|
||||
T = get_step(T,rdir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
|
||||
tally++
|
||||
T = get_step(T,odir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
|
||||
tally++
|
||||
T = get_step(T,dir)
|
||||
T = get_step(T,dir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/power_box))
|
||||
tally++
|
||||
T = get_step(T,dir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
|
||||
tally++
|
||||
T = get_step(T,ldir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
|
||||
tally++
|
||||
T = get_step(T,rdir)
|
||||
T = get_step(T,rdir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
|
||||
tally++
|
||||
if(tally >= 6)
|
||||
assembled = 1
|
||||
return 1
|
||||
else
|
||||
assembled = 0
|
||||
return 0
|
||||
|
||||
|
||||
check_part(var/turf/T, var/type)
|
||||
if(!(T)||!(type))
|
||||
return 0
|
||||
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
|
||||
if(istype(PA, type))
|
||||
if(PA.connect_master(src))
|
||||
if(PA.report_ready(src))
|
||||
src.connected_parts.Add(PA)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
toggle_power()
|
||||
src.active = !src.active
|
||||
if(src.active)
|
||||
src.use_power = 2
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = src.strength
|
||||
part.powered = 1
|
||||
part.update_icon()
|
||||
else
|
||||
src.use_power = 1
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = null
|
||||
part.powered = 0
|
||||
part.update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
interact(mob/user)
|
||||
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
|
||||
if(!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=pacontrol")
|
||||
return
|
||||
user.machine = src
|
||||
|
||||
var/dat = ""
|
||||
dat += "Particle Accelerator Control Panel<BR>"
|
||||
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR><BR>"
|
||||
dat += "Status:<BR>"
|
||||
if(!assembled)
|
||||
dat += "Unable to detect all parts!<BR>"
|
||||
dat += "<A href='?src=\ref[src];scan=1'>Run Scan</A><BR><BR>"
|
||||
else
|
||||
dat += "All parts in place.<BR><BR>"
|
||||
dat += "Power:"
|
||||
if(active)
|
||||
dat += "On<BR>"
|
||||
else
|
||||
dat += "Off <BR>"
|
||||
dat += "<A href='?src=\ref[src];togglep=1'>Toggle Power</A><BR><BR>"
|
||||
dat += "Particle Strength: [src.strength] "
|
||||
dat += "<A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
|
||||
|
||||
user << browse(dat, "window=pacontrol;size=420x500")
|
||||
onclose(user, "pacontrol")
|
||||
return
|
||||
//emit some particles
|
||||
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
|
||||
if(PE)
|
||||
PE.emit_particle(src.strength)
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
|
||||
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
|
||||
src.dir = F.dir
|
||||
connected_parts = list()
|
||||
var/tally = 0
|
||||
var/ldir = turn(dir,-90)
|
||||
var/rdir = turn(dir,90)
|
||||
var/odir = turn(dir,180)
|
||||
var/turf/T = src.loc
|
||||
T = get_step(T,rdir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
|
||||
tally++
|
||||
T = get_step(T,odir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
|
||||
tally++
|
||||
T = get_step(T,dir)
|
||||
T = get_step(T,dir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/power_box))
|
||||
tally++
|
||||
T = get_step(T,dir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
|
||||
tally++
|
||||
T = get_step(T,ldir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
|
||||
tally++
|
||||
T = get_step(T,rdir)
|
||||
T = get_step(T,rdir)
|
||||
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
|
||||
tally++
|
||||
if(tally >= 6)
|
||||
assembled = 1
|
||||
return 1
|
||||
else
|
||||
assembled = 0
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/proc/check_part(var/turf/T, var/type)
|
||||
if(!(T)||!(type))
|
||||
return 0
|
||||
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
|
||||
if(istype(PA, type))
|
||||
if(PA.connect_master(src))
|
||||
if(PA.report_ready(src))
|
||||
src.connected_parts.Add(PA)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
|
||||
src.active = !src.active
|
||||
if(src.active)
|
||||
src.use_power = 2
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = src.strength
|
||||
part.powered = 1
|
||||
part.update_icon()
|
||||
else
|
||||
src.use_power = 1
|
||||
for(var/obj/structure/particle_accelerator/part in connected_parts)
|
||||
part.strength = null
|
||||
part.powered = 0
|
||||
part.update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/proc/interact(mob/user)
|
||||
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
|
||||
if(!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=pacontrol")
|
||||
return
|
||||
user.machine = src
|
||||
|
||||
var/dat = ""
|
||||
dat += "Particle Accelerator Control Panel<BR>"
|
||||
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR><BR>"
|
||||
dat += "Status:<BR>"
|
||||
if(!assembled)
|
||||
dat += "Unable to detect all parts!<BR>"
|
||||
dat += "<A href='?src=\ref[src];scan=1'>Run Scan</A><BR><BR>"
|
||||
else
|
||||
dat += "All parts in place.<BR><BR>"
|
||||
dat += "Power:"
|
||||
if(active)
|
||||
dat += "On<BR>"
|
||||
else
|
||||
dat += "Off <BR>"
|
||||
dat += "<A href='?src=\ref[src];togglep=1'>Toggle Power</A><BR><BR>"
|
||||
dat += "Particle Strength: [src.strength] "
|
||||
dat += "<A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
|
||||
|
||||
user << browse(dat, "window=pacontrol;size=420x500")
|
||||
onclose(user, "pacontrol")
|
||||
return
|
||||
@@ -1,50 +1,49 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
|
||||
|
||||
/obj/structure/particle_accelerator/particle_emitter
|
||||
name = "EM Containment Grid"
|
||||
desc_holder = "This launchs the Alpha particles, might not want to stand near this end."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "none"
|
||||
var/fire_delay = 50
|
||||
var/last_shot = 0
|
||||
|
||||
center
|
||||
icon_state = "emitter_center"
|
||||
reference = "emitter_center"
|
||||
/obj/structure/particle_accelerator/particle_emitter/center
|
||||
icon_state = "emitter_center"
|
||||
reference = "emitter_center"
|
||||
|
||||
left
|
||||
icon_state = "emitter_left"
|
||||
reference = "emitter_left"
|
||||
/obj/structure/particle_accelerator/particle_emitter/left
|
||||
icon_state = "emitter_left"
|
||||
reference = "emitter_left"
|
||||
|
||||
right
|
||||
icon_state = "emitter_right"
|
||||
reference = "emitter_right"
|
||||
/obj/structure/particle_accelerator/particle_emitter/right
|
||||
icon_state = "emitter_right"
|
||||
reference = "emitter_right"
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
return
|
||||
/obj/structure/particle_accelerator/particle_emitter/update_icon()
|
||||
..()
|
||||
return
|
||||
|
||||
proc
|
||||
set_delay(var/delay)
|
||||
if(delay && delay >= 0)
|
||||
src.fire_delay = delay
|
||||
return 1
|
||||
return 0
|
||||
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
|
||||
if(delay && delay >= 0)
|
||||
src.fire_delay = delay
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
emit_particle(var/strength = 0)
|
||||
if((src.last_shot + src.fire_delay) <= world.time)
|
||||
src.last_shot = world.time
|
||||
var/obj/effect/accelerated_particle/A = null
|
||||
var/turf/T = get_step(src,dir)
|
||||
switch(strength)
|
||||
if(0)
|
||||
A = new/obj/effect/accelerated_particle/weak(T, dir)
|
||||
if(1)
|
||||
A = new/obj/effect/accelerated_particle(T, dir)
|
||||
if(2)
|
||||
A = new/obj/effect/accelerated_particle/strong(T, dir)
|
||||
if(A)
|
||||
A.dir = src.dir
|
||||
return 1
|
||||
return 0
|
||||
/obj/structure/particle_accelerator/particle_emitter/proc/emit_particle(var/strength = 0)
|
||||
if((src.last_shot + src.fire_delay) <= world.time)
|
||||
src.last_shot = world.time
|
||||
var/obj/effect/accelerated_particle/A = null
|
||||
var/turf/T = get_step(src,dir)
|
||||
switch(strength)
|
||||
if(0)
|
||||
A = new/obj/effect/accelerated_particle/weak(T, dir)
|
||||
if(1)
|
||||
A = new/obj/effect/accelerated_particle(T, dir)
|
||||
if(2)
|
||||
A = new/obj/effect/accelerated_particle/strong(T, dir)
|
||||
if(A)
|
||||
A.dir = src.dir
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
/obj/structure/particle_accelerator/power_box
|
||||
name = "Particle Focusing EM Lens"
|
||||
desc_holder = "This uses electromagnetic waves to focus the Alpha-Particles."
|
||||
icon = 'particle_accelerator.dmi'
|
||||
icon = 'icons/obj/machines/particle_accelerator.dmi'
|
||||
icon_state = "power_box"
|
||||
reference = "power_box"
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
return
|
||||
/obj/structure/particle_accelerator/power_box/update_icon()
|
||||
..()
|
||||
return
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user