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CHOMPStation2/code/WorkInProgress/Ported/ZeroPoint/Laser2.dm

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/obj/machinery/engine/laser
name = "Zero-point laser"
desc = "A super-powerful laser"
var/visible = 1
var/state = 1.0
var/obj/beam/e_beam/first
var/power = 500
icon = 'engine.dmi'
icon_state = "laser"
anchored = 1
var/id
var/on = 0
var/freq = 50000
var/phase = 0
var/phase_variance = 0
/obj/machinery/engine/laser/process()
if(on)
if(!first)
src.first = new /obj/beam/e_beam(src.loc)
src.first.master = src
src.first.dir = src.dir
src.first.power = src.power
src.first.freq = src.freq
src.first.phase = src.phase
src.first.phase_variance = src.phase_variance
step(first, dir)
if(first)
src.first.updatebeam()
else
src.first.updatebeam()
else
if(first)
del first
/obj/machinery/engine/laser/proc/setpower(var/powera)
src.power = powera
if(first)
first.setpower(src.power)
/obj/beam/e_beam
name = "Laser beam"
icon = 'projectiles.dmi'
icon_state = "u_laser"
var/obj/machinery/engine/laser/master = null
var/obj/beam/e_beam/next = null
var/power
var/freq = 50000
var/phase = 0
var/phase_variance = 0
anchored = 1
/obj/beam/e_beam/New()
src.sd_SetLuminosity(4)
/obj/beam/e_beam/proc/updatebeam()
if(!next)
if(get_step(src.loc,src.dir))
var/obj/beam/e_beam/e = new /obj/beam/e_beam(src.loc)
e.dir = src.dir
src.next = e
e.master = src.master
e.power = src.power
e.phase = src.phase
src.phase+=src.phase_variance
e.freq = src.freq
e.phase_variance = src.phase_variance
if(src.loc.density == 0)
for(var/atom/o in src.loc.contents)
if(o.density || o == src.master || (ismob(o) && !istype(o, /mob/dead)) )
o.laser_act(src)
del src
return
else
src.loc.laser_act(src)
del e
return
step(e,e.dir)
if(e)
e.updatebeam()
else
next.updatebeam()
/atom/proc/laser_act(var/obj/beam/e_beam/b)
return
/mob/living/carbon/laser_act(var/obj/beam/e_beam/b)
for(var/t in organs)
var/datum/organ/external/affecting = organs["[t]"]
if (affecting.take_damage(0, b.power/400,0,0))
UpdateDamageIcon()
else
UpdateDamage()
/obj/beam/e_beam/Bump(atom/Obstacle)
Obstacle.laser_act(src)
del(src)
return
/obj/beam/e_beam/proc/setpower(var/powera)
src.power = powera
if(src.next)
src.next.setpower(powera)
/obj/beam/e_beam/Bumped()
src.hit()
return
/obj/beam/e_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
spawn( 0 )
AM.laser_act(src)
src.hit()
return
return
/obj/beam/e_beam/Del()
if(next)
del(next)
..()
return
/obj/beam/e_beam/proc/hit()
del src
return