mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
180 lines
3.9 KiB
Plaintext
180 lines
3.9 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(MAT_STEEL = 1000, MAT_GLASS = 500)
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wires = WIRE_PULSE
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secured = 0
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var/on = 0
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var/visible = 0
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var/list/i_beams = null
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/obj/item/assembly/infra/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/rotatable)
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/obj/item/assembly/infra/activate()
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if(!..())
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return FALSE
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on = !on
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update_icon()
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return TRUE
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/obj/item/assembly/infra/toggle_secure()
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secured = !secured
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if(!secured)
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toggle_state(FALSE)
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update_icon()
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return secured
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/obj/item/assembly/infra/proc/toggle_state(var/picked)
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if(!isnull(picked))
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on = picked
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else
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on = !on
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if(secured && on)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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QDEL_LIST_NULL(i_beams)
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return on
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/obj/item/assembly/infra/update_icon()
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cut_overlays()
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LAZYCLEARLIST(attached_overlays)
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if(on)
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add_overlay("infrared_on")
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LAZYADD(attached_overlays, "infrared_on")
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if(holder)
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holder.update_icon(2)
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/obj/item/assembly/infra/process()
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if(!on && i_beams)
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QDEL_LIST_NULL(i_beams)
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return
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if(!i_beams && secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))
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create_beams()
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/obj/item/assembly/infra/proc/create_beams(var/limit = 8)
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var/current_spot = get_turf(src)
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for(var/i = 1 to limit)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(current_spot)
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I.master = src
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I.density = TRUE
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I.set_dir(dir)
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if(!step(I, I.dir)) //Try to take a step in that direction
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return //Couldn't, oh well, we hit a wall or something. Beam should qdel itself in it's Bump().
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I.density = FALSE
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i_beams |= I
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I.visible = visible
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/obj/item/assembly/infra/attack_hand()
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QDEL_LIST_NULL(i_beams)
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..()
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/obj/item/assembly/infra/Move()
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var/t = dir
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. = ..()
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set_dir(t)
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/obj/item/assembly/infra/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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QDEL_LIST_NULL(i_beams)
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/obj/item/assembly/infra/holder_movement()
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if(!holder)
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return FALSE
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QDEL_LIST_NULL(i_beams)
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return TRUE
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/obj/item/assembly/infra/proc/trigger_beam()
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if(!process_cooldown())
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return FALSE
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pulse(0)
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QDEL_LIST_NULL(i_beams) //They will get recreated next process() if the situation is still appropriate
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if(!holder)
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visible_message("[icon2html(src,viewers(src))] *beep* *beep*")
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/obj/item/assembly/infra/tgui_interact(mob/user, datum/tgui/ui)
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if(!secured)
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to_chat(user, span_warning("[src] is unsecured!"))
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return FALSE
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "AssemblyInfrared", name)
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ui.open()
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/obj/item/assembly/infra/tgui_data(mob/user)
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var/list/data = ..()
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data["on"] = on
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data["visible"] = visible
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return data
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/obj/item/assembly/infra/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
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if(..())
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return TRUE
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switch(action)
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if("state")
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toggle_state()
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return TRUE
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if("visible")
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visible = !visible
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for(var/obj/effect/beam/i_beam/I as anything in i_beams)
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I.visible = visible
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CHECK_TICK
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return TRUE
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "i beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/item/assembly/infra/master = null
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var/visible = 0
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anchored = TRUE
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/obj/effect/beam/i_beam/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/effect/beam/i_beam/Destroy()
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STOP_PROCESSING(SSobj, src)
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master = null
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return ..()
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/obj/effect/beam/i_beam/proc/hit()
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master?.trigger_beam()
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qdel(src)
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/obj/effect/beam/i_beam/process()
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if(loc?.density || !master)
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qdel(src)
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return
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/obj/effect/beam/i_beam/Bump()
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qdel(src)
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/obj/effect/beam/i_beam/Bumped()
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hit()
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/obj/effect/beam/i_beam/Crossed(var/atom/movable/AM)
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if(AM.is_incorporeal())
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return
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if(istype(AM, /obj/effect/beam))
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return
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hit()
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