mirror of
https://github.com/quotefox/Hyper-Station-13.git
synced 2026-08-24 21:26:12 +01:00
working on aspects and more smoothing
This commit is contained in:
@@ -485,65 +485,6 @@
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/obj/structure/window/fulltile,
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/obj/structure/window/reinforced/fulltile,
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/obj/structure/window/reinforced/tinted/fulltile,
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/obj/machinery/door,
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/obj/machinery/door/airlock/,
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/obj/machinery/door/airlock/mining,
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/obj/machinery/door/airlock/mining/glass,
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/obj/machinery/door/airlock/medical,
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/obj/machinery/door/airlock/medical/glass,
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/obj/machinery/door/airlock/public,
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/obj/machinery/door/airlock/public/glass,
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/obj/machinery/door/airlock/research,
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/obj/machinery/door/airlock/research/glass,
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/obj/machinery/door/airlock/maintenance,
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/obj/machinery/door/airlock/maintenance/glass,
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/obj/machinery/door/airlock/command/,
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/obj/machinery/door/airlock/command/glass,
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/obj/machinery/door/airlock/engineering,
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/obj/machinery/door/airlock/engineering/glass,
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/obj/machinery/door/airlock/engineering/abandoned,
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/obj/machinery/door/airlock/security,
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/obj/machinery/door/airlock/security/glass,
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/obj/machinery/door/airlock/maintenance/abandoned,
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/obj/machinery/door/poddoor/shutters/preopen,
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/obj/machinery/door/poddoor/shutters,
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/obj/machinery/door/window/eastright,
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/obj/machinery/door/window/eastleft,
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/obj/machinery/door/window/northleft,
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/obj/machinery/door/window/northright,
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/obj/machinery/door/airlock/external,
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/obj/machinery/door/airlock,
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,
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/turf/closed/wall/mineral/sandstone,
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/obj/structure/falsewall/sandstone,)
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// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
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glass_amount = 2
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/obj/structure/window/fulltile/unanchored
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anchored = FALSE
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/obj/structure/window/plasma/fulltile
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icon = 'icons/obj/smooth_structures/plasma_window.dmi'
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icon_state = "plasmawindow"
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dir = FULLTILE_WINDOW_DIR
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max_integrity = 300
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fulltile = TRUE
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flags_1 = PREVENT_CLICK_UNDER_1
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smooth = SMOOTH_TRUE
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//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork,
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/obj/structure/window/plasma/fulltile,
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/obj/structure/window/plasma/reinforced/fulltile,
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/obj/machinery/door,
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@@ -578,6 +519,76 @@
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,
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/obj/machinery/door/firedoor,
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/turf/closed/wall/mineral/lead,
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/turf/closed/wall/mineral/sandstone,
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/obj/structure/falsewall/sandstone)
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// canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
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glass_amount = 2
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/obj/structure/window/fulltile/unanchored
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anchored = FALSE
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/obj/structure/window/plasma/fulltile
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icon = 'icons/obj/smooth_structures/plasma_window.dmi'
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icon_state = "plasmawindow"
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dir = FULLTILE_WINDOW_DIR
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max_integrity = 300
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fulltile = TRUE
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flags_1 = PREVENT_CLICK_UNDER_1
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smooth = SMOOTH_TRUE
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//canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork,
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/turf/closed/indestructible/riveted/,
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/turf/closed/indestructible/riveted/uranium,
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/obj/structure/window/fulltile,
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/obj/structure/window/reinforced/fulltile,
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/obj/structure/window/reinforced/tinted/fulltile,
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/obj/structure/window/plasma/fulltile,
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/obj/structure/window/plasma/reinforced/fulltile,
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/obj/machinery/door,
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/obj/machinery/door/airlock/,
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/obj/machinery/door/airlock/mining,
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/obj/machinery/door/airlock/mining/glass,
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/obj/machinery/door/airlock/medical,
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/obj/machinery/door/airlock/medical/glass,
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/obj/machinery/door/airlock/public,
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/obj/machinery/door/airlock/public/glass,
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/obj/machinery/door/airlock/research,
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/obj/machinery/door/airlock/research/glass,
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/obj/machinery/door/airlock/maintenance,
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/obj/machinery/door/airlock/maintenance/glass,
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/obj/machinery/door/airlock/command/,
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/obj/machinery/door/airlock/command/glass,
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/obj/machinery/door/airlock/engineering,
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/obj/machinery/door/airlock/engineering/glass,
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/obj/machinery/door/airlock/engineering/abandoned,
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/obj/machinery/door/airlock/security,
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/obj/machinery/door/airlock/security/glass,
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/obj/machinery/door/airlock/maintenance/abandoned,
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/obj/machinery/door/poddoor/shutters/preopen,
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/obj/machinery/door/poddoor/shutters,
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/obj/machinery/door/window/eastright,
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/obj/machinery/door/window/eastleft,
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/obj/machinery/door/window/northleft,
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/obj/machinery/door/window/northright,
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/obj/machinery/door/airlock/external,
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/obj/machinery/door/airlock,
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/obj/machinery/door/airlock/hatch,
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/obj/machinery/door/airlock/engineering/glass/critical,
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/obj/machinery/door/airlock/atmos,
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/obj/machinery/door/airlock/highsecurity,
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/obj/machinery/door/firedoor,
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/turf/closed/wall/mineral/lead,
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/turf/closed/indestructible/,
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/turf/closed/indestructible/riveted,
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/turf/closed/indestructible/fakeglass)
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@@ -0,0 +1,74 @@
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//I'll be honest I have no clue where to put lambent aspects, so this will just be here for now. I'm not the best at modularization, nor coding.
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//This will be mostly commented out until I can sort out how this works. I preferably want to use an innate action, not a spell or anything attached to items.
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//But it's proving to be difficult.
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//Innate powers, without attuning to a specific aspect
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/datum/action/innate/lambent
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name = "Dahl's a dumbass"
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desc = "Yell at her if you see this"
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background_icon_state = "bg_agent"
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icon_icon = 'icons/mob/actions/actions_spells.dmi' //Using this for now until I sprite some action buttons
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button_icon_state = "spell_default"
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check_flags = AB_CHECK_STUN|AB_CHECK_CONSCIOUS
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//cooldown_time = 10
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/* Finish this when I understand the code a bit more
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/datum/action/cooldown/lambent/locate
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name = "Weave Locate"
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desc = "Plunge into the weave to teleport to a target of your choosing. Be aware of your end result."
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button_icon_state = "emp"
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cooldown_time = 120
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/var/mob/living/carbon/human/target_human = target
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/datum/action/innate/lambent/dash
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name = "Surge Dash"
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desc = "Imbue yourself with weave energy to dash forwards."
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var/current_charges = 3
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var/max_charges = 3
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var/charge_rate = 250
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var/mob/living/carbon/human/holder
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var/dash_sound = 'sound/magic/blink.ogg'
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var/recharge_sound = 'sound/magic/charge.ogg'
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var/phasein = /obj/effect/temp_visual/dir_setting/ninja/phase
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var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
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var/beam_effect = "blur"
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/datum/action/innate/lambent/dash/Grant(mob/user)
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. = ..()
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holder = user
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/datum/action/innate/lambent/dash/IsAvailable()
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if(current_charges > 0)
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return TRUE
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else
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return FALSE
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/datum/action/innate/lambent/dash/proc/Teleport(mob/user, atom/target)
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if(!IsAvailable())
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return
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var/turf/T = get_turf(target)
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if(target in view(user.client.view, user))
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var/obj/spot1 = new phaseout(get_turf(user), user.dir)
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user.forceMove(T)
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playsound(T, dash_sound, 25, 1)
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var/obj/spot2 = new phasein(get_turf(user), user.dir)
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spot1.Beam(spot2,beam_effect,time=20)
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current_charges--
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holder.update_action_buttons_icon()
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addtimer(CALLBACK(src, .proc/charge), charge_rate)
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/datum/action/innate/lambent/dash/proc/charge()
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current_charges = CLAMP(current_charges + 1, 0, max_charges)
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holder.update_action_buttons_icon()
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if(recharge_sound)
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playsound(src, recharge_sound, 50, 1)
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to_chat(holder, "<span class='notice'>[src] now has [current_charges]/[max_charges] charges.</span>")
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*/
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@@ -30,9 +30,9 @@ Lambent
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ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
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ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
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mind_traits = list(TRAIT_CAPTAIN_METABOLISM)
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mind_traits = list(TRAIT_CAPTAIN_METABOLISM, TRAIT_AUTO_CATCH_ITEM, TRAIT_DISK_VERIFIER, TRAIT_NOSLIPALL)
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blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity, /datum/quirk/nonviolent)
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blacklisted_quirks = list(/datum/quirk/brainproblems, /datum/quirk/insanity)
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/datum/outfit/job/lambent
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name = "Lambent"
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@@ -3198,6 +3198,7 @@
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#include "hyperstation\code\modules\jobs\job_types\_job.dm"
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#include "hyperstation\code\modules\jobs\job_types\civilian.dm"
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#include "hyperstation\code\modules\jobs\job_types\job_alt_titles.dm"
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#include "hyperstation\code\modules\jobs\job_types\lambent_aspect.dm"
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#include "hyperstation\code\modules\jobs\job_types\roleplay.dm"
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#include "hyperstation\code\modules\jobs\job_types\security.dm"
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#include "hyperstation\code\modules\mining\shelters.dm"
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