mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
462 lines
13 KiB
Plaintext
462 lines
13 KiB
Plaintext
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GLOBAL_LIST_EMPTY(gravity_generators)
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//
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// Gravity Generator
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//
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#define POWER_IDLE 0
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#define POWER_UP 1
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#define POWER_DOWN 2
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#define GRAV_NEEDS_SCREWDRIVER 0
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#define GRAV_NEEDS_WELDING 1
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#define GRAV_NEEDS_PLASTEEL 2
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#define GRAV_NEEDS_WRENCH 3
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//
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// Abstract Generator
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//
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/obj/machinery/gravity_generator
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name = "gravitational generator"
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desc = "A device which produces a graviton field when set up."
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icon = 'icons/obj/machines/gravity_generator.dmi'
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anchored = TRUE
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density = TRUE
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use_power = USE_POWER_OFF
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var/sprite_number = 0
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pixel_y = 16
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/obj/machinery/gravity_generator/ex_act(severity, target)
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if(severity == 1) // Very sturdy.
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set_broken()
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/obj/machinery/gravity_generator/blob_act(obj/structure/blob/B)
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if(prob(20))
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set_broken()
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/obj/machinery/gravity_generator/tesla_act(power, tesla_flags)
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..()
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qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
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/obj/machinery/gravity_generator/update_icon()
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icon_state = "[get_status()]_[sprite_number]"
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/obj/machinery/gravity_generator/proc/get_status()
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return "off"
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// You aren't allowed to move.
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/obj/machinery/gravity_generator/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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qdel(src)
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/obj/machinery/gravity_generator/proc/set_broken()
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stat |= BROKEN
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/obj/machinery/gravity_generator/proc/set_fix()
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stat &= ~BROKEN
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/obj/machinery/gravity_generator/part/Destroy()
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if(main_part)
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qdel(main_part)
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set_broken()
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return ..()
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//
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// Part generator which is mostly there for looks
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//
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/obj/machinery/gravity_generator/part
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var/obj/machinery/gravity_generator/main/main_part = null
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/obj/machinery/gravity_generator/part/attackby(obj/item/I, mob/user, params)
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return main_part.attackby(I, user)
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/obj/machinery/gravity_generator/part/get_status()
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return main_part?.get_status()
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/obj/machinery/gravity_generator/part/attack_hand(mob/user)
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return main_part.attack_hand(user)
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/obj/machinery/gravity_generator/part/set_broken()
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..()
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if(main_part && !(main_part.stat & BROKEN))
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main_part.set_broken()
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//
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// Generator which spawns with the station.
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//
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/obj/machinery/gravity_generator/main/station
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use_power = USE_POWER_ACTIVE
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current_overlay = "activated"
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/obj/machinery/gravity_generator/main/station/Initialize()
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. = ..()
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setup_parts()
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middle.add_overlay("activated")
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//
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// Generator an admin can spawn
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//
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/obj/machinery/gravity_generator/main/station/admin
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use_power = USE_POWER_OFF
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//
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// Main Generator with the main code
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//
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/obj/machinery/gravity_generator/main
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icon_state = "on_8"
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idle_power_usage = 0
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active_power_usage = 3000
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power_channel = ENVIRON
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sprite_number = 8
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use_power = USE_POWER_IDLE
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var/on = TRUE
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var/breaker = TRUE
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var/list/parts = list()
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var/obj/middle = null
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var/charging_state = POWER_IDLE
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var/charge_count = 100
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var/current_overlay = null
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var/broken_state = 0
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var/list/levels = list()
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var/list/areas = list()
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/obj/machinery/gravity_generator/main/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/gravity_generator/main/LateInitialize() //Needs to happen after overmap sectors are initialized so we can figure out where we are
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update_list()
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update_areas()
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return ..()
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/obj/machinery/gravity_generator/main/set_fix()
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. = ..()
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update_list()
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update_areas()
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/obj/machinery/gravity_generator/main/Destroy() // If we somehow get deleted, remove all of our other parts.
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investigate_log("was destroyed!", "gravity")
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on = FALSE
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update_list()
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if(!gravity_in_level())
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update_gravity(FALSE)
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for(var/obj/machinery/gravity_generator/part/O in parts)
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O.main_part = null
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if(!QDESTROYING(O))
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qdel(O)
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return ..()
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/obj/machinery/gravity_generator/main/proc/setup_parts()
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var/turf/our_turf = get_turf(src)
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// 9x9 block obtained from the bottom middle of the block
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var/list/spawn_turfs = block(locate(our_turf.x - 1, our_turf.y + 2, our_turf.z), locate(our_turf.x + 1, our_turf.y, our_turf.z))
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var/count = 10
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for(var/turf/T in spawn_turfs)
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count--
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if(T == our_turf) // Skip our turf.
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continue
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var/obj/machinery/gravity_generator/part/part = new(T)
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if(count == 5) // Middle
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middle = part
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if(count <= 3) // Their sprite is the top part of the generator
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part.density = FALSE
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part.plane = MOB_PLANE
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part.layer = ABOVE_MOB_LAYER
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part.sprite_number = count
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part.main_part = src
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parts += part
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part.update_icon()
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/obj/machinery/gravity_generator/main/proc/connected_parts()
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return parts.len == 8
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/obj/machinery/gravity_generator/main/set_broken()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(!(M.stat & BROKEN))
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M.set_broken()
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middle.cut_overlays()
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charge_count = 0
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breaker = FALSE
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set_power()
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set_state(0)
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investigate_log("has broken down.", "gravity")
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/obj/machinery/gravity_generator/main/set_fix()
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..()
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for(var/obj/machinery/gravity_generator/M in parts)
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if(M.stat & BROKEN)
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M.set_fix()
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broken_state = FALSE
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update_icon()
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set_power()
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// Interaction
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// Fixing the gravity generator.
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/obj/machinery/gravity_generator/main/attackby(obj/item/I, mob/user, params)
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switch(broken_state)
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if(GRAV_NEEDS_SCREWDRIVER)
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if(I.is_screwdriver())
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to_chat(user, "<span class='notice'>You secure the screws of the framework.</span>")
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playsound(src, I.usesound, 75, 1)
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broken_state++
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update_icon()
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return
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if(GRAV_NEEDS_WELDING)
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if(I.is_welder())
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var/obj/item/weapon/weldingtool/W = I
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if(W.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You mend the damaged framework.</span>")
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broken_state++
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update_icon()
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return
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if(GRAV_NEEDS_PLASTEEL)
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if(istype(I, /obj/item/stack/material/plasteel))
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var/obj/item/stack/material/plasteel/PS = I
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if(PS.get_amount() >= 10)
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PS.use(10)
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to_chat(user, "<span class='notice'>You add the plating to the framework.</span>")
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playsound(src, 'sound/machines/click.ogg', 75, 1)
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broken_state++
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need 10 sheets of plasteel!</span>")
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return
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if(GRAV_NEEDS_WRENCH)
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if(I.is_wrench())
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to_chat(user, "<span class='notice'>You secure the plating to the framework.</span>")
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playsound(src, I.usesound, 75, 1)
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set_fix()
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return
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return ..()
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/obj/machinery/gravity_generator/main/attack_hand(mob/user)
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if((. = ..()))
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return
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if(CanUseTopic(user, global.default_state) > STATUS_CLOSE)
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ui_interact(user)
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return TRUE
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/obj/machinery/gravity_generator/main/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["breaker"] = breaker
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data["charge_count"] = charge_count
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data["charging_state"] = charging_state
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data["on"] = on
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data["operational"] = (stat & BROKEN) ? FALSE : TRUE
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ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, "gravity_generator.tmpl", src.name, 500, 400)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/gravity_generator/main/Topic(href, href_list, datum/topic_state/state = default_state)
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if((. = ..()))
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return
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if(href_list["gentoggle"])
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breaker = !breaker
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investigate_log("was toggled [breaker ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(usr)].", "gravity")
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set_power()
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return TOPIC_REFRESH
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// Power and Icon States
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/obj/machinery/gravity_generator/main/power_change()
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..()
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investigate_log("has [stat & NOPOWER ? "lost" : "regained"] power.", "gravity")
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set_power()
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/obj/machinery/gravity_generator/main/get_status()
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if(stat & BROKEN)
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return "fix[min(broken_state, 3)]"
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return on || charging_state != POWER_IDLE ? "on" : "off"
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// Set the charging state based on power/breaker.
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/obj/machinery/gravity_generator/main/proc/set_power()
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var/new_state = FALSE
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if(stat & (NOPOWER|BROKEN) || !breaker)
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new_state = FALSE
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else if(breaker)
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new_state = TRUE
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// Charging state FSM
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switch(charging_state)
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if(POWER_UP)
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if(!new_state) // Can start spin down during spin up
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charging_state = POWER_DOWN
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if(POWER_DOWN)
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if(new_state) // Can start spin up during spin down
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charging_state = POWER_UP
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if(POWER_IDLE)
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if(!new_state && use_power == USE_POWER_ACTIVE) // Can start spin down during running
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charging_state = POWER_DOWN
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else if(new_state && use_power == USE_POWER_IDLE) // Can start spin up during stopped
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charging_state = POWER_UP
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investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", "gravity")
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update_icon()
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// Set the state of the gravity.
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/obj/machinery/gravity_generator/main/proc/set_state(new_state)
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charging_state = POWER_IDLE
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update_use_power(new_state ? USE_POWER_ACTIVE : USE_POWER_IDLE)
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// Sound the alert if gravity was just enabled or disabled.
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var/alert = FALSE
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if(SSticker.IsRoundInProgress())
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if(new_state) // If we turned on and the game is live.
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if(gravity_in_level() == FALSE)
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alert = TRUE
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investigate_log("was brought online and is now producing gravity for this level.", "gravity")
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message_admins("The gravity generator was brought online [ADMIN_JMP(src)]")
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else
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if(gravity_in_level() == TRUE)
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alert = TRUE
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investigate_log("was brought offline and there is now no gravity for this level.", "gravity")
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message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_JMP(src)]")
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update_list()
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update_gravity(new_state)
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update_icon()
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src.updateUsrDialog()
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if(alert)
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shake_everyone()
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// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
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// Also emit radiation and handle the overlays.
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/obj/machinery/gravity_generator/main/process()
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if(stat & BROKEN)
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return
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if(charging_state != POWER_IDLE)
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if(charging_state == POWER_UP && charge_count >= 100)
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set_state(1)
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else if(charging_state == POWER_DOWN && charge_count <= 0)
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set_state(0)
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else
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if(charging_state == POWER_UP)
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charge_count += 2
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else if(charging_state == POWER_DOWN)
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charge_count -= 2
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if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
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playsound(src, 'sound/effects/empulse.ogg', 100, 1)
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updateDialog()
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if(prob(25)) // To help stop "Your clothes feel warm." spam.
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pulse_radiation()
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var/overlay_state = null
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switch(charge_count)
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if(0 to 20)
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overlay_state = null
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if(21 to 40)
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overlay_state = "startup"
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if(41 to 60)
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overlay_state = "idle"
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if(61 to 80)
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overlay_state = "activating"
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if(81 to 100)
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overlay_state = "activated"
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if(overlay_state != current_overlay)
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if(middle)
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middle.cut_overlays()
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if(overlay_state)
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middle.add_overlay(overlay_state)
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current_overlay = overlay_state
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/obj/machinery/gravity_generator/main/proc/pulse_radiation()
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SSradiation.radiate(src, 200)
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/obj/machinery/gravity_generator/main/proc/update_gravity(var/on)
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for(var/area/A in src.areas)
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A.gravitychange(on)
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// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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var/sound/alert_sound = sound('sound/effects/alert.ogg')
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for(var/i in player_list)
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var/mob/M = i
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if(!(M.z in levels))
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continue
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M.update_gravity(M.mob_has_gravity())
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shake_camera(M, 15, 1)
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M.playsound_local(src, null, 50, 1, 0.5, S = alert_sound)
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/obj/machinery/gravity_generator/main/proc/gravity_in_level()
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var/my_z = get_z(src)
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if(!my_z)
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return FALSE
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if(GLOB.gravity_generators["[my_z]"])
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return length(GLOB.gravity_generators["[my_z]"])
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return FALSE
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/obj/machinery/gravity_generator/main/proc/update_list()
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levels.Cut()
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var/my_z = get_z(src)
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//Actually doing it special this time instead of letting using_map decide
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if(using_map.use_overmap)
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var/obj/effect/overmap/visitable/S = get_overmap_sector(my_z)
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if(S)
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levels = S.get_space_zlevels() //Just the spacey ones
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else
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levels = GetConnectedZlevels(my_z)
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else
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levels = GetConnectedZlevels(my_z)
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for(var/z in levels)
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if(!GLOB.gravity_generators["[z]"])
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GLOB.gravity_generators["[z]"] = list()
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if(use_power == USE_POWER_ACTIVE)
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GLOB.gravity_generators["[z]"] |= src
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else
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GLOB.gravity_generators["[z]"] -= src
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/obj/machinery/gravity_generator/main/proc/update_areas()
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areas.Cut()
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for(var/area/A)
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if(istype(A, /area/shuttle))
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continue //Skip shuttle areas
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if(A.z in levels)
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areas += A
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// Misc
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/*
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/obj/item/paper/guides/jobs/engi/gravity_gen
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name = "paper- 'Generate your own gravity!'"
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info = {"<h1>Gravity Generator Instructions For Dummies</h1>
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<p>Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
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energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
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will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.</p>
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<br>
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<h3>It blew up!</h3>
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<p>Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
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please proceed to panic; otherwise follow these steps.</p><ol>
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<li>Secure the screws of the framework with a screwdriver.</li>
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<li>Mend the damaged framework with a welding tool.</li>
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<li>Add additional plasteel plating.</li>
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<li>Secure the additional plating with a wrench.</li></ol>"}
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*/
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#undef POWER_IDLE
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#undef POWER_UP
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#undef POWER_DOWN
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#undef GRAV_NEEDS_SCREWDRIVER
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#undef GRAV_NEEDS_WELDING
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#undef GRAV_NEEDS_PLASTEEL
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#undef GRAV_NEEDS_WRENCH
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