mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Runtime fix for being hit by something without there being a usr. This was most likely due to explosions or possibly mass drivers. Runtime fix for simple animals using department channels. Only parrots can use them now as they are the only simple animal with the 'ears' variable. Runtime fix for the mech's energy relay process() when there is no battery in the mech. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5405 316c924e-a436-60f5-8080-3fe189b3f50e
570 lines
15 KiB
Plaintext
570 lines
15 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/global/list/uneatable = list(
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/turf/space,
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/obj/effect/overlay
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)
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/obj/machinery/singularity/
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name = "Gravitational Singularity"
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desc = "A Gravitational Singularity."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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luminosity = 6
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unacidable = 1 //Don't comment this out.
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use_power = 0
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var/current_size = 1
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var/allowed_size = 1
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var/contained = 1 //Are we going to move around?
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var/energy = 100 //How strong are we?
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var/dissipate = 1 //Do we lose energy over time?
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var/dissipate_delay = 10
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var/dissipate_track = 0
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var/dissipate_strength = 1 //How much energy do we lose?
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var/move_self = 1 //Do we move on our own?
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var/grav_pull = 4 //How many tiles out do we pull?
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var/consume_range = 0 //How many tiles out do we eat
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var/event_chance = 15 //Prob for event each tick
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var/target = null //its target. moves towards the target if it has one
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var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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var/teleport_del = 0
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var/last_warning
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/obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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//CARN: admin-alert for chuckle-fuckery.
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admin_investigate_setup()
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src.energy = starting_energy
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if(temp)
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spawn(temp)
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del(src)
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..()
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for(var/obj/machinery/singularity_beacon/singubeacon in world)
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if(singubeacon.active)
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target = singubeacon
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break
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return
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/obj/machinery/singularity/attack_hand(mob/user as mob)
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consume(user)
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return 1
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/obj/machinery/singularity/blob_act(severity)
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return
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/obj/machinery/singularity/ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(25))
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del(src)
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return
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else
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energy += 50
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if(2.0 to 3.0)
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energy += round((rand(20,60)/2),1)
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return
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return
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/obj/machinery/singularity/Bump(atom/A)
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consume(A)
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return
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/obj/machinery/singularity/Bumped(atom/A)
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consume(A)
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return
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/obj/machinery/singularity/process()
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eat()
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dissipate()
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check_energy()
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if(current_size >= 3)
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move()
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if(current_size <= 7)
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pulse()
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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return
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/obj/machinery/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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/obj/machinery/singularity/proc/admin_investigate_setup()
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last_warning = world.time
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var/count = locate(/obj/machinery/containment_field) in orange(30, src)
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if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
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investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
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/obj/machinery/singularity/proc/dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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/obj/machinery/singularity/proc/expand(var/force_size = 0)
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var/temp_allowed_size = src.allowed_size
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if(force_size)
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temp_allowed_size = force_size
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switch(temp_allowed_size)
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if(1)
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current_size = 1
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
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current_size = 3
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icon = 'icons/effects/96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(5)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = 5
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icon = 'icons/effects/160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(7)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = 7
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icon = 'icons/effects/224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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if(9)//this one also lacks a check for gens because it eats everything
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current_size = 9
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icon = 'icons/effects/288x288.dmi'
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icon_state = "singularity_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 10
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consume_range = 4
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dissipate = 0 //It cant go smaller due to e loss
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if(current_size == allowed_size)
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investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
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return 1
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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/obj/machinery/singularity/proc/check_energy()
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if(energy <= 0)
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del(src)
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return 0
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = 1
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if(200 to 499)
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allowed_size = 3
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if(500 to 999)
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allowed_size = 5
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if(1000 to 1999)
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allowed_size = 7
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if(2000 to INFINITY)
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allowed_size = 9
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if(current_size != allowed_size)
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expand()
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return 1
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/obj/machinery/singularity/proc/eat()
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set background = 1
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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// Let's just make this one loop.
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for(var/atom/X in orange(grav_pull,src))
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var/dist = get_dist(X, src)
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// Movable atoms only
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if(dist > consume_range && istype(X, /atom/movable))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
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step_towards(X,src)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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step_towards(H,src)
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// Turf and movable atoms
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else if(dist <= consume_range && (isturf(X) || istype(X, /atom/movable)))
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consume(X)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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/obj/machinery/singularity/proc/consume(var/atom/A)
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var/gain = 0
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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gain = 20
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if(istype(A,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = A
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if(H.mind)
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if((H.mind.assigned_role == "Station Engineer") || (H.mind.assigned_role == "Chief Engineer") )
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gain = 100
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if(H.mind.assigned_role == "Clown")
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gain = rand(-300, 300) // HONK
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spawn()
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A:gib()
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sleep(1)
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else if(istype(A,/obj/))
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if (istype(A,/obj/item/weapon/storage/backpack/holding))
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return
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if(istype(A, /obj/machinery/singularity))//Welp now you did it
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var/obj/machinery/singularity/S = A
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src.energy += (S.energy/2)//Absorb most of it
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del(S)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist),(dist*2),(dist*4))
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return//Quits here, the obj should be gone, hell we might be
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if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
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var/obj/O = A
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O.x = 2
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O.y = 2
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O.z = 2
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else
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A.ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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T.ChangeTurf(/turf/space)
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gain = 2
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src.energy += gain
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return
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/obj/machinery/singularity/proc/move(var/force_move = 0)
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if(!move_self)
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return 0
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var/movement_dir = pick(alldirs - last_failed_movement)
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if(force_move)
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movement_dir = force_move
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if(target && prob(60))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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spawn(1)
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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last_failed_movement = 0//Reset this because we moved
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spawn(0)
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step(src, movement_dir)
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return 1
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else
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last_failed_movement = movement_dir
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return 0
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/obj/machinery/singularity/proc/check_turfs_in(var/direction = 0, var/step = 0)
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if(!direction)
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return 0
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var/steps = 0
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if(!step)
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switch(current_size)
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if(1)
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steps = 1
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if(3)
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steps = 3//Yes this is right
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if(5)
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steps = 3
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if(7)
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steps = 4
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if(9)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH||SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST||WEST)
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dir2 = 1
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dir3 = 2
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var/turf/T2 = T
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for(var/j = 1 to steps)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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/obj/machinery/singularity/proc/can_move(var/turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field_generator) in T)
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var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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/obj/machinery/singularity/proc/event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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else
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return 0
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return 1
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/obj/machinery/singularity/proc/toxmob()
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var/toxrange = 10
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var/toxdamage = 4
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var/radiation = 15
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var/radiationmin = 3
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if (src.energy>200)
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toxdamage = round(((src.energy-150)/50)*4,1)
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radiation = round(((src.energy-150)/50)*5,1)
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radiationmin = round((radiation/5),1)//
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for(var/mob/living/M in view(toxrange, src.loc))
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
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toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(toxdamage, TOX)
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return
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/obj/machinery/singularity/proc/mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M, /mob/living/carbon/brain)) //Ignore brains
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continue
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if(M.stat == CONSCIOUS)
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if(istype(M:glasses,/obj/item/clothing/glasses/meson))
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M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
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return
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M << "\red You look directly into The [src.name] and feel weak."
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M.apply_effect(3, STUN)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
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return
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/obj/machinery/singularity/proc/emp_area()
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empulse(src, 8, 10)
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return
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/obj/machinery/singularity/proc/pulse()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if(get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(energy)
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return
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/obj/machinery/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
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name = "Nar-Sie"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/magic_terror.dmi'
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pixel_x = -89
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pixel_y = -85
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current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
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contained = 0 //Are we going to move around?
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dissipate = 0 //Do we lose energy over time?
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move_self = 1 //Do we move on our own?
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grav_pull = 10 //How many tiles out do we pull?
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consume_range = 3 //How many tiles out do we eat
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/obj/machinery/singularity/narsie/large
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name = "Nar-Sie"
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icon = 'icons/obj/narsie.dmi'
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// Pixel stuff centers Narsie.
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pixel_x = -236
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pixel_y = -256
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current_size = 12
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move_self = 1 //Do we move on our own?
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consume_range = 12 //How many tiles out do we eat
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/obj/machinery/singularity/narsie/large/New()
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..()
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world << "<font size='28' color='red'><b>NAR-SIE HAS RISEN</b></font>"
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if(emergency_shuttle)
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emergency_shuttle.incall(0.5) // Cannot recall
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/obj/machinery/singularity/narsie/process()
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eat()
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if(!target || prob(5))
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pickcultist()
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move()
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if(prob(25))
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mezzer()
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/obj/machinery/singularity/narsie/consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
|
|
A:gib()
|
|
else if(istype(A,/obj/))
|
|
A:ex_act(1.0)
|
|
if(A) del(A)
|
|
else if(isturf(A))
|
|
var/turf/T = A
|
|
if(T.intact)
|
|
for(var/obj/O in T.contents)
|
|
if(O.level != 1)
|
|
continue
|
|
if(O.invisibility == 101)
|
|
src.consume(O)
|
|
A:ChangeTurf(/turf/space)
|
|
return
|
|
|
|
/obj/machinery/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
|
|
return
|
|
|
|
/obj/machinery/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
|
|
var/list/cultists = list()
|
|
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
|
|
if(!cult_nh_mind.current)
|
|
continue
|
|
if(cult_nh_mind.current.stat)
|
|
continue
|
|
var/turf/pos = get_turf(cult_nh_mind.current)
|
|
if(pos.z != src.z)
|
|
continue
|
|
cultists += cult_nh_mind.current
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//If there was living cultists, it picks one to follow.
|
|
for(var/mob/living/carbon/human/food in living_mob_list)
|
|
if(food.stat)
|
|
continue
|
|
var/turf/pos = get_turf(food)
|
|
if(pos.z != src.z)
|
|
continue
|
|
cultists += food
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living cultists, pick a living human instead.
|
|
for(var/mob/dead/observer/ghost in player_list)
|
|
if(!ghost.client)
|
|
continue
|
|
var/turf/pos = get_turf(ghost)
|
|
if(pos.z != src.z)
|
|
continue
|
|
cultists += ghost
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living humans, follow a ghost instead.
|
|
|
|
/obj/machinery/singularity/narsie/proc/acquire(var/mob/food)
|
|
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
|
|
target = food
|
|
if(ishuman(target))
|
|
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
|
|
else
|
|
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
|
|
|
|
//Wizard narsie
|
|
|
|
/obj/machinery/singularity/narsie/wizard
|
|
grav_pull = 0
|
|
|
|
/obj/machinery/singularity/narsie/wizard/eat()
|
|
set background = 1
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 1
|
|
for(var/atom/X in orange(consume_range,src))
|
|
if(isturf(X) || istype(X, /atom/movable))
|
|
consume(X)
|
|
if(defer_powernet_rebuild != 2)
|
|
defer_powernet_rebuild = 0
|
|
return
|