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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #877 from Fox-McCloud/beakerbomb
[Goonchem] Beaker Bombs
This commit is contained in:
@@ -19,6 +19,10 @@
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var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc
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if (tank)
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tank.explode()
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if (istype(src.loc.loc, /obj/item/weapon/reagent_containers/glass/beaker/))
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var/obj/item/weapon/reagent_containers/glass/beaker/beakerbomb = src.loc.loc
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if(beakerbomb)
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beakerbomb.ignite()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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+137
-208
@@ -1,5 +1,3 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/device/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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@@ -10,173 +8,133 @@
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bomb_name = "tripwire mine"
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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/obj/effect/beam/i_beam/first = null
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var/obj/effect/beam/i_beam/last = null
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proc
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trigger_beam()
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describe()
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return "The infrared trigger is [on?"on":"off"]."
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activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) del(first)
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processing_objects.Remove(src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/describe()
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return "The infrared trigger is [on?"on":"off"]."
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/obj/item/device/assembly/infra/activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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return 1
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if(holder)
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holder.update_icon()
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return
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/obj/item/device/assembly/infra/toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) qdel(first)
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processing_objects.Remove(src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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process()//Old code
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if(!on)
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if(first)
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del(first)
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return
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if(first || !secured) return
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var/turf/T = null
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if(istype(loc,/turf))
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T = loc
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else if (holder)
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if (istype(holder.loc,/turf))
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T = holder.loc
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else if (holder.master && istype(holder.master.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
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T = holder.loc.loc
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else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
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T = loc.loc
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if(T)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
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I.master = src
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I.density = 1
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I.dir = dir
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(I)
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//world << "infra: setting limit"
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I.limit = 8
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//world << "infra: processing beam \ref[I]"
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I.process()
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return
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return
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if(holder)
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holder.update_icon()
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return
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attack_hand()
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del(first)
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..()
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return
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Move()
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var/t = dir
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..()
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dir = t
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del(first)
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return
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holder_movement()
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if(!holder) return 0
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del(first)
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return 1
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trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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if(holder)
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dat += "<BR>Beam direction: [dir2text(dir)] <A href='?src=\ref[src];rotate=-1'>Counter-clockwise</A> | <A href='?src=\ref[src];rotate=1'>Clockwise</A>"
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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Topic(href, href_list)
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..()
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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/obj/item/device/assembly/infra/process()
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if(!on)
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if(first)
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qdel(first)
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return
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if(!secured)
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return
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if(first && last)
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last.process()
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return
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var/turf/T = get_turf(src)
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if(T)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
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I.master = src
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I.density = 1
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I.dir = dir
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first = I
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step(I, I.dir)
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if(first)
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I.density = 0
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I.vis_spread(visible)
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I.limit = 8
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I.process()
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if(href_list["rotate"])
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switch(href_list["rotate"])
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if("-1")
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dir = turn(dir,90)
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update_icon()
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del(first)
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if("1")
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dir = turn(dir,-90)
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update_icon()
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del(first)
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/obj/item/device/assembly/infra/attack_hand()
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qdel(first)
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..()
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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/obj/item/device/assembly/infra/Move()
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var/t = dir
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..()
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dir = t
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qdel(first)
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return
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if(href_list["visible"])
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visible = !(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder) return 0
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// dir = holder.dir
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qdel(first)
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return 1
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if((!secured)||(!on)||(cooldown > 0))
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return 0
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pulse(0)
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audible_message("\icon[src] *beep* *beep*", null, 3)
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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if(usr)
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attack_self(usr)
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/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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/obj/item/device/assembly/infra/Topic(href, href_list)
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..()
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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if(first)
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first.vis_spread(visible)
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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dir = turn(dir, 90)
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return
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dir = turn(dir, 90)
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return
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@@ -187,41 +145,30 @@
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/effect/beam/i_beam/previous = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0.0
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var/left = null
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anchored = 1.0
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flags = 0
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/obj/effect/beam/i_beam/proc/hit()
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//world << "beam \ref[src]: hit"
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if(master)
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//world << "beam hit \ref[src]: calling master \ref[master].hit"
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master.trigger_beam()
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del(src)
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qdel(src)
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return
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/obj/effect/beam/i_beam/proc/vis_spread(v)
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//world << "i_beam \ref[src] : vis_spread"
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visible = v
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spawn(0)
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if(next)
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//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
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next.vis_spread(v)
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return
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return
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if(next)
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next.vis_spread(v)
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/obj/effect/beam/i_beam/process()
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//world << "i_beam \ref[src] : process"
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if((loc.density || !(master)))
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// world << "beam hit loc [loc] or no master [master], deleting"
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del(src)
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qdel(src)
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return
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//world << "proccess: [src.left] left"
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if(left > 0)
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left--
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if(left < 1)
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@@ -232,58 +179,40 @@
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else
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invisibility = 0
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//world << "now [src.left] left"
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.dir = dir
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//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
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step(I, I.dir)
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if(I)
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//world << "step worked, now at [I.x] [I.y] [I.z]"
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if(!(next))
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//world << "no next"
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if(!next && (limit > 0))
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.dir = dir
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I.previous = src
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next = I
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step(I, I.dir)
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if(next)
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I.density = 0
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//world << "spreading"
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I.vis_spread(visible)
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next = I
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spawn(0)
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//world << "limit = [limit] "
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if((I && limit > 0))
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I.limit = limit - 1
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//world << "calling next process"
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I.process()
|
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return
|
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else
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//world << "is a next: \ref[next], deleting beam \ref[I]"
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del(I)
|
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else
|
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//world << "step failed, deleting \ref[next]"
|
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del(next)
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spawn(10)
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process()
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return
|
||||
return
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I.limit = limit - 1
|
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master.last = I
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I.process()
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/obj/effect/beam/i_beam/Bump()
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del(src)
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qdel(src)
|
||||
return
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||||
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/obj/effect/beam/i_beam/Bumped()
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hit()
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return
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
|
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if(istype(AM, /obj/effect/beam))
|
||||
return
|
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spawn(0)
|
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hit()
|
||||
return
|
||||
return
|
||||
hit()
|
||||
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||||
/obj/effect/beam/i_beam/Destroy()
|
||||
del(next)
|
||||
..()
|
||||
return
|
||||
if(master.first == src)
|
||||
master.first = null
|
||||
if(next)
|
||||
qdel(next)
|
||||
next = null
|
||||
if(previous)
|
||||
previous.next = null
|
||||
master.last = previous
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||||
..()
|
||||
@@ -53,6 +53,7 @@
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||||
affecting = H.get_organ(type)
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||||
H.Stun(3)
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||||
if(affecting)
|
||||
affecting.take_damage(1, 0)
|
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H.updatehealth()
|
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else if(ismouse(target))
|
||||
var/mob/living/simple_animal/mouse/M = target
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
/// (Mixing)Glass.
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
/obj/item/weapon/reagent_containers/glass
|
||||
@@ -190,6 +190,7 @@
|
||||
item_state = "beaker"
|
||||
m_amt = 0
|
||||
g_amt = 500
|
||||
var/obj/item/device/assembly_holder/assembly = null
|
||||
|
||||
on_reagent_change()
|
||||
update_icon()
|
||||
@@ -228,6 +229,55 @@
|
||||
if (!is_open_container())
|
||||
var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
|
||||
overlays += lid
|
||||
if(assembly)
|
||||
overlays += "assembly"
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/verb/remove_assembly()
|
||||
set name = "Remove Assembly"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(usr.stat || !usr.canmove || usr.restrained())
|
||||
return
|
||||
if (assembly)
|
||||
usr << "<span class='notice'>You detach [assembly] from \the [src]</span>"
|
||||
usr.put_in_hands(assembly)
|
||||
assembly = null
|
||||
update_icon()
|
||||
else
|
||||
usr << "<span class='notice'>There is no assembly to remove.</span>"
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/ignite()
|
||||
if(reagents)
|
||||
reagents.chem_temp += 30
|
||||
reagents.handle_reactions()
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
|
||||
if (istype(W,/obj/item/device/assembly_holder))
|
||||
if (assembly)
|
||||
usr << "<span class='warning'>The [src] already has an assembly.</span>"
|
||||
return ..()
|
||||
assembly = W
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
overlays += "assembly"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/HasProximity(atom/movable/AM)
|
||||
if(assembly)
|
||||
assembly.HasProximity(AM)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/Crossed(atom/movable/AM)
|
||||
if(assembly)
|
||||
assembly.Crossed(AM)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/on_found(mob/finder as mob) //for mousetraps
|
||||
if(assembly)
|
||||
assembly.on_found(finder)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/hear_talk(mob/living/M, msg)
|
||||
if(assembly)
|
||||
assembly.hear_talk(M, msg)
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/beaker/large
|
||||
name = "large beaker"
|
||||
|
||||
@@ -178,6 +178,14 @@
|
||||
build_path = /obj/item/device/assembly/prox_sensor
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/mousetrap
|
||||
name = "Mousetrap"
|
||||
id = "mousetrap"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 800, "$glass" = 200)
|
||||
build_path = /obj/item/device/assembly/mousetrap
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/timer
|
||||
name = "Timer"
|
||||
id = "timer"
|
||||
|
||||
Reference in New Issue
Block a user