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https://github.com/CHOMPStation2/CHOMPStation2.git
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294 lines
10 KiB
Plaintext
294 lines
10 KiB
Plaintext
#define EMITTER_DAMAGE_POWER_TRANSFER 450 //used to transfer power to containment field generators
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/obj/machinery/power/emitter
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name = "emitter"
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desc = "It is a heavy duty industrial laser."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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anchored = 0
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density = 1
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req_access = list(access_engine_equip)
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var/id = null
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use_power = 0 //uses powernet power, not APC power
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active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot.
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var/active = 0
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var/powered = 0
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var/fire_delay = 100
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var/max_burst_delay = 100
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var/min_burst_delay = 20
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var/burst_shots = 3
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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var/burst_delay = 2
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var/initial_fire_delay = 100
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var/integrity = 80
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/obj/machinery/power/emitter/verb/rotate()
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set name = "Rotate"
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set category = "Object"
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set src in oview(1)
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.set_dir(turn(src.dir, 90))
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return 1
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/obj/machinery/power/emitter/initialize()
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. = ..()
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if(state == 2 && anchored)
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connect_to_network()
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/obj/machinery/power/emitter/Destroy()
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message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("EMITTER([x],[y],[z]) Destroyed/deleted.")
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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
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..()
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/obj/machinery/power/emitter/update_icon()
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if (active && powernet && avail(active_power_usage))
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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/obj/machinery/power/emitter/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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activate(user)
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/obj/machinery/power/emitter/proc/activate(mob/user as mob)
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if(state == 2)
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if(!powernet)
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user << "\The [src] isn't connected to a wire."
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return 1
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if(!src.locked)
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if(src.active==1)
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src.active = 0
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user << "You turn off [src]."
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message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("EMITTER([x],[y],[z]) OFF by [key_name(user)]")
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investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
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else
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src.active = 1
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user << "You turn on [src]."
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src.shot_number = 0
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src.fire_delay = get_initial_fire_delay()
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message_admins("Emitter turned on by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("EMITTER([x],[y],[z]) ON by [key_name(user)]")
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investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
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update_icon()
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else
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user << "<span class='warning'>The controls are locked!</span>"
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else
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user << "<span class='warning'>\The [src] needs to be firmly secured to the floor first.</span>"
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return 1
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/obj/machinery/power/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
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// add_load(1000)
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/* if((severity == 1)&&prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1 */
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return 1
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/obj/machinery/power/emitter/process()
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if(stat & (BROKEN))
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return
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if(src.state != 2 || (!powernet && active_power_usage))
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src.active = 0
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update_icon()
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return
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if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
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var/actual_load = draw_power(active_power_usage)
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if(actual_load >= active_power_usage) //does the laser have enough power to shoot?
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if(!powered)
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powered = 1
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update_icon()
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log_game("EMITTER([x],[y],[z]) Regained power and is ON.")
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investigate_log("regained power and turned <font color='green'>on</font>","singulo")
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else
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if(powered)
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powered = 0
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update_icon()
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log_game("EMITTER([x],[y],[z]) Lost power and was ON.")
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investigate_log("lost power and turned <font color='red'>off</font>","singulo")
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return
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src.last_shot = world.time
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if(src.shot_number < burst_shots)
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src.fire_delay = get_burst_delay() //R-UST port
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src.shot_number ++
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else
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src.fire_delay = get_rand_burst_delay() //R-UST port
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src.shot_number = 0
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//need to calculate the power per shot as the emitter doesn't fire continuously.
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var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
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var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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var/obj/item/projectile/beam/emitter/A = get_emitter_beam()
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A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
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A.launch( get_step(src.loc, src.dir) )
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off [src] first."
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return
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switch(state)
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if(0)
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state = 1
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] secures [src] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear a ratchet.")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] unsecures [src] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear a ratchet.")
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src.anchored = 0
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disconnect_from_network()
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if(2)
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user << "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>"
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(active)
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user << "Turn off [src] first."
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return
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switch(state)
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if(0)
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user << "<span class='warning'>\The [src] needs to be wrenched to the floor.</span>"
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to weld [src] to the floor.", \
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"You start to weld [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20 * WT.toolspeed))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld [src] to the floor."
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connect_to_network()
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else
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user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to cut [src] free from the floor.", \
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"You start to cut [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20 * WT.toolspeed))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut [src] free from the floor."
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disconnect_from_network()
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else
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user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
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return
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/amt = Ceiling(( initial(integrity) - integrity)/10)
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if(!amt)
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user << "<span class='notice'>\The [src] is already fully repaired.</span>"
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return
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var/obj/item/stack/P = W
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if(P.amount < amt)
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user << "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>"
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return
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user << "<span class='notice'>You begin repairing \the [src]...</span>"
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if(do_after(user, 30))
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if(P.use(amt))
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user << "<span class='notice'>You have repaired \the [src].</span>"
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integrity = initial(integrity)
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return
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else
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user << "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>"
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return
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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user << "<span class='warning'>The lock seems to be broken.</span>"
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return
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if(src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "<span class='warning'>The controls can only be locked when [src] is online.</span>"
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else
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user << "<span class='warning'>Access denied.</span>"
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return
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..()
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return
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/obj/machinery/power/emitter/emag_act(var/remaining_charges, var/mob/user)
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if(!emagged)
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locked = 0
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emagged = 1
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user.visible_message("[user.name] emags [src].","<span class='warning'>You short out the lock.</span>")
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return 1
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/obj/machinery/power/emitter/bullet_act(var/obj/item/projectile/P)
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if(!P || !P.damage || P.get_structure_damage() <= 0 )
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return
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adjust_integrity(-P.get_structure_damage())
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/obj/machinery/power/emitter/blob_act()
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adjust_integrity(-1000) // This kills the emitter.
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/obj/machinery/power/emitter/proc/adjust_integrity(amount)
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integrity = between(0, integrity + amount, initial(integrity))
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if(integrity == 0)
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if(powernet && avail(active_power_usage)) // If it's powered, it goes boom if killed.
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visible_message(src, "<span class='danger'>\The [src] explodes violently!</span>", "<span class='danger'>You hear an explosion!</span>")
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explosion(get_turf(src), 1, 2, 4)
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else
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src.visible_message("<span class='danger'>\The [src] crumples apart!</span>", "<span class='warning'>You hear metal collapsing.</span>")
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if(src)
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qdel(src)
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/obj/machinery/power/emitter/examine(mob/user)
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..()
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var/integrity_percentage = round((integrity / initial(integrity)) * 100)
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switch(integrity_percentage)
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if(0 to 30)
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user << "<span class='danger'>\The [src] is close to falling apart!</span>"
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if(31 to 70)
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user << "<span class='danger'>\The [src] is damaged.</span>"
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if(77 to 99)
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user << "<span class='warning'>\The [src] is slightly damaged.</span>"
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//R-UST port
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/obj/machinery/power/emitter/proc/get_initial_fire_delay()
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return initial_fire_delay
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/obj/machinery/power/emitter/proc/get_rand_burst_delay()
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return rand(min_burst_delay, max_burst_delay)
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/obj/machinery/power/emitter/proc/get_burst_delay()
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return burst_delay
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/obj/machinery/power/emitter/proc/get_emitter_beam()
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return new /obj/item/projectile/beam/emitter(get_turf(src)) |