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-Fixes Issue 1085 - Artificers creating turfs with buggy lighting -Spells now will use the proper proc to create turfs Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
349 lines
8.4 KiB
Plaintext
349 lines
8.4 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/shipcore
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icon = 'craft.dmi'
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icon_state = "core"
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density = 1
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var/width = 6
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var/height = 8
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var/list/turfs = list()
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var/list/builders
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var/list/components = list()
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var/build_status = "unbuilt"
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proc/group_self()
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builders = list()
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turfs = list()
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components = list()
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src.anchored = 1
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var/obj/ship_builder/L = new(locate(src.x, src.y, src.z))
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L.dir = WEST
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L.distance = width/2
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L.core = src
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var/obj/ship_builder/R = new(locate(src.x+1, src.y, src.z))
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R.dir = EAST
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R.distance = (width/2)-1
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R.core = src
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builders.Add(L, R)
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spawn() L.scan()
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spawn() R.scan()
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var/h
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for(h=1, h<height/2, h++)
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var/obj/ship_builder/A = new(locate(src.x+1, src.y+h, src.z))
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A.dir = EAST
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A.distance = (width/2)-1
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A.core = src
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var/obj/ship_builder/B = new(locate(src.x, src.y+h, src.z))
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B.dir = WEST
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B.distance = width/2
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B.core = src
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var/obj/ship_builder/C = new(locate(src.x+1, src.y-h, src.z))
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C.dir = EAST
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C.distance = (width/2)-1
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C.core = src
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var/obj/ship_builder/D = new(locate(src.x, src.y-h, src.z))
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D.dir = WEST
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D.distance = width/2
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D.core = src
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builders.Add(A, B, C, D)
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spawn() A.scan()
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spawn() B.scan()
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spawn() C.scan()
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spawn() D.scan()
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while(src.builders.len)
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sleep(50)
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del(src.builders)
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for(var/turf/T in turfs)
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for(var/obj/O in T.contents)
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if(istype(O, /obj/machinery/ship_component))
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O:core = src
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src.components.Add(O)
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src.build_status = "built"
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//world << "Ship initialization complete. [src.turfs.len] tiles added."
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proc/receive_turf(var/turf/T)
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turfs.Add(T)
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proc/MoveShip(var/turf/Center) // Center - The new position of the ship's core
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src.anchored = 0
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var/turf/lowerleft = locate(Center.x - (src.width/2), Center.y - (src.height/2), Center.z)
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var/turf/upperright = locate(Center.x + (src.width/2), Center.y + (src.height/2), Center.z)
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var/xsav = src.loc.x
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var/ysav = src.loc.y
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var/zsav = src.loc.z
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for(var/turf/T in block(lowerleft, upperright))
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if(!istype(T, /turf/space))
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return 0 // One of the tiles in the range we're moving to isn't a space tile - something's in the way!
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// Alright, the way is clear, we can actually begin transferring everything over now.
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for(var/turf/T in src.turfs)
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for(var/obj/O in T)
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if(istype(O, /obj/effect/ship_landing_beacon)) // Leave beacons where they are, we don't want to take them with us.
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continue
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var/
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_x = Center.x + O.x - xsav
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_y = Center.y + O.y - ysav
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_z = Center.z + O.z - zsav
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O.loc = locate(_x, _y, _z)
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for(var/mob/M in T)
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var/
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_x = Center.x + M.x - xsav
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_y = Center.y + M.y - ysav
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_z = Center.z + M.z - zsav
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M.loc = locate(_x, _y, _z)
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var/
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_x = Center.x + T.x - xsav
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_y = Center.y + T.y - ysav
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_z = Center.z + T.z - zsav
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var/turf/Newloc = locate(_x, _y, _z)
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//new T(Newloc)
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new T.type(Newloc)
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T.ChangeTurf(/turf/space)
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if(Newloc)
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Newloc.assume_air(T.return_air())
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T.remove_air(T.return_air())
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src.build_status = "rebuilding"
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src.group_self()
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proc/draw_power(var/n as num)
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for(var/obj/machinery/ship_component/engine/E in components)
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if(E.draw_power(n))
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return 1
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return 0
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obj/machinery/shipcore/attack_hand(user as mob)
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var/dat
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if(..())
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return
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if (1 == 1) // Haha why did I even do this what the fuck. Whatever. It's too entertaining to remove now. -- TLE
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/*
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dat += "Autolathe Wires:<BR>"
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var/wire
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for(wire in src.wires)
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dat += text("[wire] Wire: <A href='?src=\ref[src];wire=[wire];act=wire'>[src.wires[wire] ? "Mend" : "Cut"]</A> <A href='?src=\ref[src];wire=[wire];act=pulse'>Pulse</A><BR>")
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dat += text("The red light is [src.disabled ? "off" : "on"].<BR>")
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dat += text("The green light is [src.shocked ? "off" : "on"].<BR>")
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dat += text("The blue light is [src.hacked ? "off" : "on"].<BR>")
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*/
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switch(src.build_status)
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if("unbuilt")
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dat += "<h3>Core Status: <font color =#FF3300>Undeployed</font></h3><BR>"
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dat += "<A href='?src=\ref[src];groupself=1'>Build Ship</A><BR>"
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if("built")
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dat += "<h3>Core Status: <font color =#00CC00>Deployed</font></h3><BR>"
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dat += "<A href='?src=\ref[src];move=1'>Move</A><BR>"
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if("rebuilding")
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dat += "<h3>Core Status: <font color =#FFCC00>Recalibrating</font></h3><BR>"
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user << browse("<HEAD><TITLE>Ship Core</TITLE></HEAD>[dat]","window=shipcore")
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onclose(user, "shipcore")
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return
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user << browse("<HEAD><TITLE>Ship Core Control Panel</TITLE></HEAD><TT>[dat]</TT>", "window=shipcore")
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onclose(user, "shipcore")
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return
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obj/machinery/shipcore/Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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if(href_list["groupself"])
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src.group_self()
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if (href_list["move"])
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var/list/beacons = list()
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for(var/obj/effect/ship_landing_beacon/b in world)
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if(istype(b, /obj/effect/ship_landing_beacon))
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if(b.active)
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beacons.Add(b)
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if(!beacons.len)
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return
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var/obj/choice = input("Choose a beacon to land at.", "Beacon Selection") in beacons
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if(choice)
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src.MoveShip(choice.loc)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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src.updateUsrDialog()
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return
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obj/machinery/ship_component
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name = "ship component"
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icon = 'craft.dmi'
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var/obj/machinery/shipcore/core
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var/required_draw = 0
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var/active = 1
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proc
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draw_power(var/n as num)
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if(!n)
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n = required_draw
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if(core.draw_power(n))
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return 1
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else
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return 0
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obj/machinery/ship_component/thruster
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name = "thruster"
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icon_state = "thruster"
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density = 1
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opacity = 1
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var/cooldown = 600 // In 1/10th seconds
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var/lastused
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var/ready = 0
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required_draw = 100
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proc
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check_ready()
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if(ready)
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return 1
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if(lastused + cooldown <= world.time)
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for(var/turf/T in range(1,src))
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if(istype(T, /turf/space))
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src.ready = 1
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break
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else
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src.ready = 0
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return src.ready
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fire()
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src.check_ready()
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if(!ready)
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return 0
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if(src.draw_power())
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src.ready = 0
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src.lastused = world.time
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return 1
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else
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return 0
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obj/machinery/ship_component/engine
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name = "engine"
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icon_state = "engine"
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density = 1
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opacity = 1
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var/charge = 1000
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var/capacity = 1000
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draw_power(var/n as num)
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if(charge >= n)
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charge -= n
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return 1
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else
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return 0
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obj/machinery/ship_component/control_panel
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name = "control panel"
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icon_state = "controlpanel"
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density = 1
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opacity = 0
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attack_hand(user as mob)
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var/dat
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if(..())
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return
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if(!src.core)
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dat += "<b>No linked core found. Deploy ship core first.</b>"
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else
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dat += "Ship Status: [src.core.build_status]<br><br>"
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dat += "<h3>Installed Components:</h3><br><br>"
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dat += "<table>"
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for(var/obj/machinery/ship_component/C in core.components)
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dat += "<tr><td><b>[C.name]</b></td><td>[C.active ? "<font color=green>Active</font>" : "<font color=red>Inactive</font>"]</td></tr>"
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if(istype(C, /obj/machinery/ship_component/engine))
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dat += "<tr><td></td><td><i>Fuel: [C:charge]/[C:capacity]</i></td></tr>"
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if(istype(C, /obj/machinery/ship_component/thruster))
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dat += "<tr><td></td><td><i>Status: [C:check_ready() ? "Ready" : "On Cooldown"]</i></td></tr>"
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dat += "</table>"
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user << browse("<HEAD><TITLE>Ship Controls</TITLE></HEAD>[dat]","window=shipcontrols")
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onclose(user, "shipcontrols")
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Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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/obj/ship_builder
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icon = 'craft.dmi'
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icon_state = "builder"
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density = 0
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opacity = 0
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var/obj/machinery/shipcore/core
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var/distance = 0
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proc/scan()
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if(distance < 0)
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cleanup_self()
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var/i
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for(i=0, i<distance, i++)
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if(istype(src.loc, /turf/space))
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break
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else
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core.receive_turf(src.loc)
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src.loc = get_step(src, src.dir)
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sleep(0)
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cleanup_self()
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proc/cleanup_self()
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core.builders.Remove(src)
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del(src)
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/obj/ship_overlay
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icon = 'craft.dmi'
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icon_state = "ship_overlay"
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/obj/effect/ship_landing_beacon
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icon = 'craft.dmi'
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icon_state = "beacon"
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name = "Beacon"
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var/active = 0
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proc
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deploy()
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if(active)
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return
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src.active = 1
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src.anchored = 1
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deactivate()
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if(!active)
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return
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src.active = 0
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src.anchored = 0
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