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@@ -20,7 +20,7 @@ GLOBAL_VAR(bomb_set)
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var/timing = FALSE
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var/exploded = FALSE
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var/r_code = "ADMIN"
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var/code = ""
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var/code
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var/yes_code = FALSE
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var/safety = TRUE
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var/obj/item/disk/nuclear/auth = null
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@@ -36,7 +36,7 @@ GLOBAL_VAR(bomb_set)
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/obj/machinery/nuclearbomb/New()
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..()
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r_code = "[rand(10000, 99999.0)]" // Creates a random code upon object spawn.
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r_code = rand(10000, 99999.0) // Creates a random code upon object spawn.
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wires = new/datum/wires/nuclearbomb(src)
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previous_level = get_security_level()
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GLOB.poi_list |= src
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@@ -259,7 +259,6 @@ GLOBAL_VAR(bomb_set)
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var/tempcode = input(usr, "Code", "Input Code", null) as num|null
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if(tempcode)
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code = min(max(round(tempcode), 0), 999999)
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code = "[code]" // converts to string
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if(code == r_code)
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yes_code = TRUE
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code = null
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@@ -298,14 +297,14 @@ GLOBAL_VAR(bomb_set)
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GLOB.bomb_set = FALSE
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if("toggle_armed")
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if(safety)
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to_chat(usr, "<span class='warning'>The safety is still on.</span>")
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to_chat(usr, "<span class='notice'>The safety is still on.</span>")
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return
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timing = !(timing)
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if(timing)
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if(!lighthack)
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icon_state = "nuclearbomb2"
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if(!safety)
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message_admins("[key_name_admin(usr)] engaged a nuclear bomb (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
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message_admins("[key_name_admin(usr)] engaged a nuclear bomb [ADMIN_JMP(src)]")
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if(!is_syndicate)
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set_security_level("delta")
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GLOB.bomb_set = TRUE // There can still be issues with this resetting when there are multiple bombs. Not a big deal though for Nuke
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@@ -11,7 +11,7 @@ export const NuclearBomb = (props, context) => {
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<Window.Content>
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<Section title="Deployment">
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<Button
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icon="power-off"
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icon="exclamation-triangle"
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content="Deploy Nuclear Device (will bolt device to floor)"
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onClick={() => act("deploy")} />
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</Section>
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