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	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
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	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
	code/WorkInProgress/virus2/dishincubator.dm
	code/WorkInProgress/virus2/isolator.dm
	code/WorkInProgress/virus2/monkeydispensor.dm
	code/datums/ai_laws.dm
	code/datums/configuration.dm
	code/datums/datumvars.dm
	code/datums/diseases/alien_embryo.dm
	code/datums/diseases/appendicitis.dm
	code/datums/diseases/robotic_transformation.dm
	code/datums/diseases/xeno_transformation.dm
	code/datums/helper_datums/getrev.dm
	code/datums/helper_datums/teleport.dm
	code/datums/helper_datums/tension.dm
	code/datums/mind.dm
	code/datums/mixed.dm
	code/datums/shuttle_controller.dm
	code/datums/spell.dm
	code/datums/spells/ethereal_jaunt.dm
	code/datums/spells/genetic.dm
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	code/defines/area/Space Station 13 areas.dm
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	code/defines/mob/dead/observer.dm
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	code/defines/procs/station_name.dm
	code/defines/procs/statistics.dm
	code/defines/turf.dm
	code/game/algorithm.dm
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	code/game/events/EventProcs/ninja_equipment.dm
	code/game/events/EventProcs/space_ninja.dm
	code/game/events/EventProcs/spacevines.dm
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	code/game/gamemodes/changeling/traitor_chan.dm
	code/game/gamemodes/cult/cult.dm
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	code/game/gamemodes/events.dm
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	code/game/gamemodes/factions.dm
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	code/game/gamemodes/gameticker.dm
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	code/game/gamemodes/objective.dm
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	code/game/gamemodes/sandbox/h_sandbox.dm
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	code/game/gamemodes/setupgame.dm
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	code/game/machinery/Sleeper.dm
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	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/biogenerator.dm
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/camera.dm
	code/game/machinery/cell_charger.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/Operating.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/arcade.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/buildandrepair.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/crew.dm
	code/game/machinery/computer/hologram.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/power.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/robot.dm
	code/game/machinery/computer/security.dm
	code/game/machinery/computer/shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/deployable.dm
	code/game/machinery/door_control.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/airlock_electronics.dm
	code/game/machinery/doors/brigdoors.dm
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	code/game/machinery/doors/firedoor.dm
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	code/game/machinery/doors/unpowered.dm
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	code/game/machinery/flasher.dm
	code/game/machinery/gateway.dm
	code/game/machinery/hologram.dm
	code/game/machinery/hydroponics.dm
	code/game/machinery/kitchen/gibber.dm
	code/game/machinery/morgue.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/pipe/construction.dm
	code/game/machinery/pipe/pipe_dispenser.dm
	code/game/machinery/portable_turret.dm
	code/game/machinery/recharger.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/requests_console.dm
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	code/game/machinery/spaceheater.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/machinery/syndicatebeacon.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/telecomms/telemonitor.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/turrets.dm
	code/game/machinery/vending.dm
	code/game/magic/cultist/ritual.dm
	code/game/magic/cultist/runes.dm
	code/game/magic/library.dm
	code/game/magic/musician.dm
	code/game/master_controller.dm
	code/game/mecha/combat/combat.dm
	code/game/mecha/combat/gygax.dm
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_construction_paths.dm
	code/game/mecha/mecha_wreckage.dm
	code/game/mecha/medical/medical.dm
	code/game/mecha/medical/odysseus.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/alien/facehugger.dm
	code/game/objects/alien/resin.dm
	code/game/objects/bodybag.dm
	code/game/objects/closets.dm
	code/game/objects/closets/emergency.dm
	code/game/objects/closets/extinguisher.dm
	code/game/objects/closets/fireaxe.dm
	code/game/objects/closets/firecloset.dm
	code/game/objects/closets/fitnesscloset.dm
	code/game/objects/closets/janitor.dm
	code/game/objects/closets/kitchen.dm
	code/game/objects/closets/nuclear.dm
	code/game/objects/closets/secure/bar.dm
	code/game/objects/closets/secure/cargo.dm
	code/game/objects/closets/secure/engineering.dm
	code/game/objects/closets/secure/hydroponics.dm
	code/game/objects/closets/secure/medical.dm
	code/game/objects/closets/secure/personal.dm
	code/game/objects/closets/secure/scientist.dm
	code/game/objects/closets/secure/secure_closets.dm
	code/game/objects/closets/secure/security.dm
	code/game/objects/closets/syndicate.dm
	code/game/objects/closets/wardrobe.dm
	code/game/objects/contraband.dm
	code/game/objects/crates.dm
	code/game/objects/devices/PDA/PDA.dm
	code/game/objects/devices/PDA/cart.dm
	code/game/objects/devices/PDA/chatroom.dm
	code/game/objects/devices/aicard.dm
	code/game/objects/devices/flash.dm
	code/game/objects/devices/flashlight.dm
	code/game/objects/devices/paicard.dm
	code/game/objects/devices/scanners.dm
	code/game/objects/devices/taperecorder.dm
	code/game/objects/devices/traitordevices.dm
	code/game/objects/door_assembly.dm
	code/game/objects/effect_system.dm
	code/game/objects/electricchair.dm
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	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
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	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/clown_items.dm
	code/game/objects/items/weapons/dna_injector.dm
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	code/game/objects/items/weapons/flamethrower.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/hand_lablers.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/implants/implant.dm
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	code/game/objects/items/weapons/implants/implantfreedom.dm
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	code/game/objects/items/weapons/medical.dm
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	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/swords_axes_etc.dm
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	code/game/objects/items/weapons/twohanded.dm
	code/game/objects/items/weapons/wrappingpaper.dm
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	code/game/objects/radio/beacon.dm
	code/game/objects/radio/electropack.dm
	code/game/objects/radio/encryptionkey.dm
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	code/game/objects/radio/intercom.dm
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	code/game/objects/transfer_valve.dm
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	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackalien.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/human_defense.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/login.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/whisper.dm
	code/modules/mob/living/carbon/metroid/death.dm
	code/modules/mob/living/carbon/metroid/examine.dm
	code/modules/mob/living/carbon/metroid/life.dm
	code/modules/mob/living/carbon/metroid/login.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/carbon/metroid/powers.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/carbon/monkey/examine.dm
	code/modules/mob/living/carbon/monkey/hud.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/living/carbon/monkey/login.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
	code/modules/mob/living/carbon/monkey/powers.dm
	code/modules/mob/living/damage_procs.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/login.dm
	code/modules/mob/living/say.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/examine.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/ai/login.dm
	code/modules/mob/living/silicon/ai/move.dm
	code/modules/mob/living/silicon/death.dm
	code/modules/mob/living/silicon/decoy/death.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/hud.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/pai/recruit.dm
	code/modules/mob/living/silicon/pai/software.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/examine.dm
	code/modules/mob/living/silicon/robot/hud.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/login.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/mob/living/silicon/robot/say.dm
	code/modules/mob/living/silicon/robot/wires.dm
	code/modules/mob/living/silicon/say.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/login.dm
	code/modules/mob/logout.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_grab.dm
	code/modules/mob/mob_helpers.dm
	code/modules/mob/mob_movement.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/mob/organ/organ.dm
	code/modules/mob/organ/organ_external.dm
	code/modules/mob/organ/pain.dm
	code/modules/mob/say.dm
	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:
Cael_Aislinn
2012-08-22 04:00:11 +10:00
1232 changed files with 108006 additions and 78117 deletions

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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