mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
This commit is contained in:
+185
-185
@@ -1,185 +1,185 @@
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/obj/effect/mine
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name = "dummy mine"
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desc = "I Better stay away from that thing."
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density = 0
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anchored = 1
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icon = 'icons/obj/items.dmi'
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icon_state = "uglyminearmed"
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var/triggered = 0
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var/faction = "syndicate"
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/obj/effect/mine/proc/mineEffect(mob/living/victim)
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to_chat(victim, "<span class='danger'>*click*</span>")
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/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
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if(!isliving(AM))
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return
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var/mob/living/M = AM
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if(faction && (faction in M.faction))
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return
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if(M.flying)
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return
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triggermine(M)
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/obj/effect/mine/proc/triggermine(mob/living/victim)
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if(triggered)
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return
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visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
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do_sparks(3, 1, src)
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mineEffect(victim)
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triggered = 1
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qdel(src)
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/obj/effect/mine/ex_act(severity)
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// Necessary because, as effects, they have infinite health, and wouldn't be destroyed otherwise.
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// Also, they're pressure-sensitive mines, it makes sense that an explosion (wave of pressure) triggers/destroys them.
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qdel(src)
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/obj/effect/mine/explosive
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name = "explosive mine"
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var/range_devastation = 0
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var/range_heavy = 1
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var/range_light = 2
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var/range_flash = 3
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/obj/effect/mine/explosive/mineEffect(mob/living/victim)
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explosion(loc, range_devastation, range_heavy, range_light, range_flash)
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/obj/effect/mine/stun
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name = "stun mine"
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var/stun_time = 8
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/obj/effect/mine/stun/mineEffect(mob/living/victim)
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if(isliving(victim))
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victim.Weaken(stun_time)
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/obj/effect/mine/depot
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name = "sentry mine"
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/obj/effect/mine/depot/mineEffect(mob/living/victim)
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var/area/syndicate_depot/core/depotarea = areaMaster
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if(istype(depotarea))
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if(depotarea.mine_triggered(victim))
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explosion(loc, 1, 0, 0, 1) // devastate the tile you are on, but leave everything else untouched
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/obj/effect/mine/dnascramble
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name = "Radiation Mine"
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var/radiation_amount
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/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
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victim.apply_effect(radiation_amount, IRRADIATE, 0)
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if(ishuman(victim))
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var/mob/living/carbon/human/V = victim
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if(NO_DNA in V.dna.species.species_traits)
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return
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randmutb(victim)
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domutcheck(victim ,null)
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/obj/effect/mine/gas
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name = "oxygen mine"
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var/gas_amount = 360
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var/gas_type = LINDA_SPAWN_OXYGEN
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/obj/effect/mine/gas/mineEffect(mob/living/victim)
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atmos_spawn_air(gas_type, gas_amount)
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/obj/effect/mine/gas/plasma
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name = "plasma mine"
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gas_type = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS
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/obj/effect/mine/gas/n2o
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name = "\improper N2O mine"
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gas_type = LINDA_SPAWN_N2O
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/obj/effect/mine/sound
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name = "honkblaster 1000"
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var/sound = 'sound/items/bikehorn.ogg'
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/obj/effect/mine/sound/mineEffect(mob/living/victim)
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playsound(loc, sound, 100, 1)
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/obj/effect/mine/sound/bwoink
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name = "bwoink mine"
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sound = 'sound/effects/adminhelp.ogg'
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/obj/effect/mine/pickup
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name = "pickup"
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desc = "pick me up"
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icon = 'icons/effects/effects.dmi'
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icon_state = "electricity2"
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density = 0
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var/duration = 0
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/obj/effect/mine/pickup/New()
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..()
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animate(src, pixel_y = 4, time = 20, loop = -1)
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/obj/effect/mine/pickup/triggermine(mob/living/victim)
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if(triggered)
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return
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triggered = 1
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invisibility = 101
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mineEffect(victim)
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qdel(src)
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/obj/effect/mine/pickup/bloodbath
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name = "Red Orb"
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desc = "You feel angry just looking at it."
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duration = 1200 //2min
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color = "red"
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/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
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if(!istype(victim) || !victim.client)
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return
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to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
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victim << 'sound/misc/e1m1.ogg'
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var/old_color = victim.client.color
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var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
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var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
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spawn(0)
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new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
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var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
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chainsaw.flags |= NODROP | DROPDEL
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victim.drop_l_hand()
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victim.drop_r_hand()
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victim.put_in_hands(chainsaw)
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chainsaw.attack_self(victim)
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chainsaw.wield(victim)
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victim.reagents.add_reagent("adminordrazine", 25)
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victim.client.color = pure_red
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animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
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spawn(10)
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animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
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spawn(duration)
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to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
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qdel(chainsaw)
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qdel(src)
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/obj/effect/mine/pickup/healing
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name = "Blue Orb"
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desc = "You feel better just looking at it."
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color = "blue"
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/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel great!</span>")
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victim.revive()
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/obj/effect/mine/pickup/speed
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name = "Yellow Orb"
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desc = "You feel faster just looking at it."
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color = "yellow"
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duration = 300
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/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel fast!</span>")
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victim.status_flags |= GOTTAGOFAST
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spawn(duration)
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victim.status_flags &= ~GOTTAGOFAST
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to_chat(victim, "<span class='notice'>You slow down.</span>")
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/obj/effect/mine
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name = "dummy mine"
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desc = "I Better stay away from that thing."
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density = 0
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anchored = 1
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icon = 'icons/obj/items.dmi'
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icon_state = "uglyminearmed"
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var/triggered = 0
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var/faction = "syndicate"
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/obj/effect/mine/proc/mineEffect(mob/living/victim)
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to_chat(victim, "<span class='danger'>*click*</span>")
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/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
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if(!isliving(AM))
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return
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var/mob/living/M = AM
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if(faction && (faction in M.faction))
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return
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if(M.flying)
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return
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triggermine(M)
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/obj/effect/mine/proc/triggermine(mob/living/victim)
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if(triggered)
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return
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visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
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do_sparks(3, 1, src)
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mineEffect(victim)
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triggered = 1
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qdel(src)
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/obj/effect/mine/ex_act(severity)
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// Necessary because, as effects, they have infinite health, and wouldn't be destroyed otherwise.
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// Also, they're pressure-sensitive mines, it makes sense that an explosion (wave of pressure) triggers/destroys them.
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qdel(src)
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/obj/effect/mine/explosive
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name = "explosive mine"
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var/range_devastation = 0
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var/range_heavy = 1
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var/range_light = 2
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var/range_flash = 3
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/obj/effect/mine/explosive/mineEffect(mob/living/victim)
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explosion(loc, range_devastation, range_heavy, range_light, range_flash)
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/obj/effect/mine/stun
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name = "stun mine"
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var/stun_time = 8
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/obj/effect/mine/stun/mineEffect(mob/living/victim)
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if(isliving(victim))
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victim.Weaken(stun_time)
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/obj/effect/mine/depot
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name = "sentry mine"
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/obj/effect/mine/depot/mineEffect(mob/living/victim)
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var/area/syndicate_depot/core/depotarea = areaMaster
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if(istype(depotarea))
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if(depotarea.mine_triggered(victim))
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explosion(loc, 1, 0, 0, 1) // devastate the tile you are on, but leave everything else untouched
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/obj/effect/mine/dnascramble
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name = "Radiation Mine"
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var/radiation_amount
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/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
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victim.apply_effect(radiation_amount, IRRADIATE, 0)
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if(ishuman(victim))
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var/mob/living/carbon/human/V = victim
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if(NO_DNA in V.dna.species.species_traits)
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return
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randmutb(victim)
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domutcheck(victim ,null)
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/obj/effect/mine/gas
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name = "oxygen mine"
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var/gas_amount = 360
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var/gas_type = LINDA_SPAWN_OXYGEN
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/obj/effect/mine/gas/mineEffect(mob/living/victim)
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atmos_spawn_air(gas_type, gas_amount)
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/obj/effect/mine/gas/plasma
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name = "plasma mine"
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gas_type = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS
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/obj/effect/mine/gas/n2o
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name = "\improper N2O mine"
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gas_type = LINDA_SPAWN_N2O
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/obj/effect/mine/sound
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name = "honkblaster 1000"
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var/sound = 'sound/items/bikehorn.ogg'
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/obj/effect/mine/sound/mineEffect(mob/living/victim)
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playsound(loc, sound, 100, 1)
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/obj/effect/mine/sound/bwoink
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name = "bwoink mine"
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sound = 'sound/effects/adminhelp.ogg'
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/obj/effect/mine/pickup
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name = "pickup"
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desc = "pick me up"
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icon = 'icons/effects/effects.dmi'
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icon_state = "electricity2"
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density = 0
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var/duration = 0
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/obj/effect/mine/pickup/New()
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..()
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animate(src, pixel_y = 4, time = 20, loop = -1)
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/obj/effect/mine/pickup/triggermine(mob/living/victim)
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if(triggered)
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return
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triggered = 1
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invisibility = 101
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mineEffect(victim)
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qdel(src)
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/obj/effect/mine/pickup/bloodbath
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name = "Red Orb"
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desc = "You feel angry just looking at it."
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duration = 1200 //2min
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color = "red"
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/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
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if(!istype(victim) || !victim.client)
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return
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to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
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victim << 'sound/misc/e1m1.ogg'
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var/old_color = victim.client.color
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var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
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var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
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spawn(0)
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new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
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var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
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chainsaw.flags |= NODROP | DROPDEL
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victim.drop_l_hand()
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victim.drop_r_hand()
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victim.put_in_hands(chainsaw)
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chainsaw.attack_self(victim)
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chainsaw.wield(victim)
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victim.reagents.add_reagent("adminordrazine", 25)
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victim.client.color = pure_red
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animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
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spawn(10)
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animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
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spawn(duration)
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to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
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qdel(chainsaw)
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qdel(src)
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/obj/effect/mine/pickup/healing
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name = "Blue Orb"
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desc = "You feel better just looking at it."
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color = "blue"
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/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel great!</span>")
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victim.revive()
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/obj/effect/mine/pickup/speed
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name = "Yellow Orb"
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desc = "You feel faster just looking at it."
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color = "yellow"
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duration = 300
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/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel fast!</span>")
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victim.status_flags |= GOTTAGOFAST
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spawn(duration)
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victim.status_flags &= ~GOTTAGOFAST
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to_chat(victim, "<span class='notice'>You slow down.</span>")
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Reference in New Issue
Block a user