mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
264 lines
5.8 KiB
Plaintext
264 lines
5.8 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/device/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
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wires = WIRE_PULSE
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secured = 0
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var/on = 0
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var/visible = 0
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var/obj/effect/beam/i_beam/first = null
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/obj/item/device/assembly/infra/activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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/obj/item/device/assembly/infra/toggle_secure()
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secured = !secured
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if(secured)
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START_PROCESSING(SSobj, src)
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else
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on = 0
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if(first) qdel(first)
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STOP_PROCESSING(SSobj, src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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return
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/obj/item/device/assembly/infra/process()//Old code
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if(!on)
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if(first)
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qdel(first)
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return
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if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
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I.master = src
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I.density = 1
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I.set_dir(dir)
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(I)
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//to_world("infra: setting limit")
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I.limit = 8
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//to_world("infra: processing beam \ref[I]")
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I.process()
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return
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return
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/obj/item/device/assembly/infra/attack_hand()
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qdel(first)
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..()
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return
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/obj/item/device/assembly/infra/Move()
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var/t = dir
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..()
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set_dir(t)
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qdel(first)
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return
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder) return 0
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// set_dir(holder.dir)
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qdel(first)
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return 1
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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if(!holder)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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/obj/item/device/assembly/infra/Topic(href, href_list, state = deep_inventory_state)
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if(..()) return 1
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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return
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/obj/item/device/assembly/infra/verb/rotate_clockwise()
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set name = "Rotate Infrared Laser Clockwise"
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set category = "Object"
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set src in usr
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src.set_dir(turn(src.dir, 270))
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return
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "i beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0.0
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var/left = null
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anchored = 1.0
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/obj/effect/beam/i_beam/proc/hit()
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if(master)
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master.trigger_beam()
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qdel(src)
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return
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/obj/effect/beam/i_beam/proc/vis_spread(v)
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//to_world("i_beam \ref[src] : vis_spread")
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visible = v
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spawn(0)
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if(next)
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//to_world("i_beam \ref[src] : is next [next.type] \ref[next], calling spread")
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next.vis_spread(v)
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return
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return
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/obj/effect/beam/i_beam/process()
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if((loc && loc.density) || !master)
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qdel(src)
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return
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if(left > 0)
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left--
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if(left < 1)
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if(!(visible))
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invisibility = 101
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else
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invisibility = 0
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else
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invisibility = 0
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//to_world("now [src.left] left")
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.set_dir(dir)
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//to_world("created new beam \ref[I] at [I.x] [I.y] [I.z]")
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step(I, I.dir)
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if(I)
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//to_world("step worked, now at [I.x] [I.y] [I.z]")
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if(!(next))
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//to_world("no next")
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I.density = 0
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//to_world("spreading")
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I.vis_spread(visible)
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next = I
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spawn(0)
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//to_world("limit = [limit] ")
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if((I && limit > 0))
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I.limit = limit - 1
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//to_world("calling next process")
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I.process()
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return
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else
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//to_world("is a next: \ref[next], deleting beam \ref[I]")
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qdel(I)
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else
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//to_world("step failed, deleting \ref[next]")
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qdel(next)
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spawn(10)
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process()
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return
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return
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/obj/effect/beam/i_beam/Bump()
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qdel(src)
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return
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/obj/effect/beam/i_beam/Bumped()
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hit()
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return
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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//VOREStation Edit begin: SHADEKIN
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var/mob/SK = AM
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if(istype(SK))
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if(SK.shadekin_phasing_check())
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return
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//VOREStation Edit end: SHADEKIN
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if(istype(AM, /obj/effect/beam))
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return
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spawn(0)
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hit()
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return
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return
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/obj/effect/beam/i_beam/Destroy()
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. = ..()
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if(master.first == src)
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master.first = null
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if(next && !next.gc_destroyed)
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QDEL_NULL(next)
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