mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
399 lines
8.5 KiB
Plaintext
399 lines
8.5 KiB
Plaintext
#define SOLARGENRATE 1500
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/obj/machinery/power/solar
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name = "solar panel"
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desc = "A solar electrical generator."
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icon = 'power.dmi'
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icon_state = "sp_base"
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anchored = 1
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density = 1
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directwired = 1
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use_power = 0
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idle_power_usage = 0
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active_power_usage = 0
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var
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health = 10
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id = 1
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obscured = 0
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sunfrac = 0
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adir = SOUTH
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ndir = SOUTH
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turn_angle = 0
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obj/machinery/power/solar_control/control = null
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proc
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healthcheck()
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updateicon()
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update_solar_exposure()
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broken()
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New()
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..()
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spawn(10)
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updateicon()
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update_solar_exposure()
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if(powernet)
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for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
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if(SC.id == id)
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control = SC
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attackby(obj/item/weapon/W, mob/user)
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..()
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if (W)
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src.add_fingerprint(user)
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src.health -= W.force
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src.healthcheck()
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return
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blob_act()
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src.health--
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src.healthcheck()
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return
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healthcheck()
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if (src.health <= 0)
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if(!(stat & BROKEN))
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broken()
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else
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new /obj/item/weapon/shard(src.loc)
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new /obj/item/weapon/shard(src.loc)
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del(src)
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return
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return
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updateicon()
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overlays = null
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if(stat & BROKEN)
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overlays += image('power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
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else
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overlays += image('power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
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src.dir = angle2dir(adir)
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return
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update_solar_exposure()
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if(!sun)
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return
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if(obscured)
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sunfrac = 0
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return
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var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
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if(p_angle > 90) // if facing more than 90deg from sun, zero output
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sunfrac = 0
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return
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sunfrac = cos(p_angle) ** 2
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process()
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if(stat & BROKEN) return
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if(!control) return
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if(obscured) return
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var/sgen = SOLARGENRATE * sunfrac
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add_avail(sgen)
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if(powernet && control)
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if(control in powernet.nodes) //this line right here...
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control.gen += sgen
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if(adir != ndir)
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spawn(10+rand(0,15))
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adir = (360+adir+dd_range(-10,10,ndir-adir))%360
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updateicon()
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update_solar_exposure()
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broken()
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stat |= BROKEN
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updateicon()
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return
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meteorhit()
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if(stat & !BROKEN)
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broken()
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else
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del(src)
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(prob(15))
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new /obj/item/weapon/shard( src.loc )
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return
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if(2.0)
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if (prob(25))
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new /obj/item/weapon/shard( src.loc )
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del(src)
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return
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if (prob(50))
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broken()
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if(3.0)
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if (prob(25))
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broken()
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return
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blob_act()
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if(prob(75))
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broken()
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src.density = 0
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/obj/machinery/power/solar/fake/process()
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machines.Remove(src)
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return
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/obj/machinery/power/solar_control
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name = "solar panel control"
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desc = "A controller for solar panel arrays."
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icon = 'computer.dmi'
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icon_state = "solar"
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anchored = 1
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density = 1
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directwired = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 20
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var
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id = 1
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cdir = 0
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gen = 0
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lastgen = 0
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track = 2 // 0= off 1=timed 2=auto (tracker)
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trackrate = 600 // 300-900 seconds
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trackdir = 1 // 0 =CCW, 1=CW
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nexttime = 0
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proc
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updateicon()
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tracker_update(var/angle)
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set_panels(var/cdir)
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broken()
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interact(mob/user)
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New()
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..()
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spawn(15)
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if(!powernet) return
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for(var/obj/machinery/power/solar/S in powernet.nodes)
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if(S.id != id) continue
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cdir = S.adir//The hell is this even doing?
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S.control = src
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updateicon()
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updateicon()
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if(stat & BROKEN)
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icon_state = "broken"
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overlays = null
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return
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if(stat & NOPOWER)
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icon_state = "c_unpowered"
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overlays = null
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return
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icon_state = "solar"
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overlays = null
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if(cdir > 0)
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overlays += image('computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
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return
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attack_ai(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN | NOPOWER)) return
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interact(user)
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attack_hand(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN | NOPOWER)) return
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interact(user)
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attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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new /obj/item/weapon/shard( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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del(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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del(src)
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else
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src.attack_hand(user)
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return
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process()
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lastgen = gen
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gen = 0
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if(stat & (NOPOWER | BROKEN))
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return
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use_power(250)
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if(track==1 && nexttime < world.timeofday && trackrate)
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nexttime = world.timeofday + 3600/abs(trackrate)
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cdir = (cdir+trackrate/abs(trackrate)+360)%360
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set_panels(cdir)
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updateicon()
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src.updateDialog()
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// called by solar tracker when sun position changes
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tracker_update(var/angle)
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if(track != 2 || stat & (NOPOWER | BROKEN))
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return
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cdir = angle
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set_panels(cdir)
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updateicon()
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src.updateDialog()
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interact(mob/user)
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if(stat & (BROKEN | NOPOWER)) return
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if ( (get_dist(src, user) > 1 ))
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if (!istype(user, /mob/living/silicon/ai))
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user.machine = null
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user << browse(null, "window=solcon")
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return
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add_fingerprint(user)
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user.machine = src
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var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
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t += "Generated power : [round(lastgen)] W<BR><BR>"
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t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR><BR><BR>"
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t += "<BR><HR><BR><BR>"
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t += "Tracking: "
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switch(track)
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if(0)
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t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
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if(1)
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t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Timed</B> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
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if(2)
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t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <B>Auto</B><BR>"
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t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",5,30,180)]<BR><BR>"
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t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
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user << browse(t, "window=solcon")
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onclose(user, "solcon")
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return
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Topic(href, href_list)
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if(..())
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usr << browse(null, "window=solcon")
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usr.machine = null
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return
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if(href_list["close"] )
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usr << browse(null, "window=solcon")
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usr.machine = null
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return
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if(href_list["dir"])
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cdir = text2num(href_list["dir"])
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spawn(1)
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set_panels(cdir)
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updateicon()
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if(href_list["rate control"])
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if(href_list["cdir"])
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src.cdir = dd_range(0,359,(360+src.cdir+text2num(href_list["cdir"]))%360)
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spawn(1)
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set_panels(cdir)
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updateicon()
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if(href_list["tdir"])
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src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
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if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
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if(href_list["track"])
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if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
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track = text2num(href_list["track"])
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if(track == 2)
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var/obj/machinery/power/tracker/T = locate() in world
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if(T)
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cdir = T.sun_angle
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set_panels(cdir)
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updateicon()
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src.updateUsrDialog()
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return
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set_panels(var/cdir)
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if(!powernet) return
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for(var/obj/machinery/power/solar/S in powernet.nodes)
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if(S.id != id) continue
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if(!S.control)
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S.control = src
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S.ndir = cdir
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power_change()
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if(powered())
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stat &= ~NOPOWER
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updateicon()
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else
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spawn(rand(0, 15))
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stat |= NOPOWER
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updateicon()
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broken()
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stat |= BROKEN
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updateicon()
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meteorhit()
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broken()
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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//SN src = null
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del(src)
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return
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if(2.0)
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if (prob(50))
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broken()
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if(3.0)
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if (prob(25))
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broken()
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return
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blob_act()
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if (prob(75))
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broken()
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src.density = 0
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