mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-30 07:27:57 +01:00
Turret fixes
This commit is contained in:
@@ -472,7 +472,7 @@ Class Procs:
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/obj/machinery/proc/is_assess_emagged()
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return emagged
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/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records, var/check_arrest)
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/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
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var/threatcount = 0 //the integer returned
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if(is_assess_emagged())
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@@ -486,7 +486,13 @@ Class Procs:
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var/obj/item/weapon/card/id/id = GetIdCard(perp)
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if(id && istype(id, /obj/item/weapon/card/id/syndicate))
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threatcount -= 2
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// A proper CentCom id is hard currency.
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else if(id && istype(id, /obj/item/weapon/card/id/centcom))
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threatcount -= 2
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if(check_access && !allowed(perp))
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threatcount += 4
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if(auth_weapons && !src.allowed(perp))
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if(istype(perp.l_hand, /obj/item/weapon/gun) || istype(perp.l_hand, /obj/item/weapon/melee))
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threatcount += 4
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@@ -6,16 +6,13 @@
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/obj/machinery/porta_turret
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name = "turret"
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icon = 'icons/obj/turrets.dmi'
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icon_state = "grey_target_prism"
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icon_state = "turretCover"
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anchored = 1
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layer = 3
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invisibility = INVISIBILITY_LEVEL_TWO //the turret is invisible if it's inside its cover
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density = 1
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density = 0
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use_power = 1 //this turret uses and requires power
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idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
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active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power
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req_access = null
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req_one_access = list(access_security, access_heads)
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power_channel = EQUIP //drains power from the EQUIPMENT channel
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var/raised = 0 //if the turret cover is "open" and the turret is raised
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@@ -32,7 +29,6 @@
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var/iconholder = null //holder for the icon_state. 1 for orange sprite, null for blue.
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var/egun = null //holder to handle certain guns switching bullettypes
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var/obj/machinery/porta_turret_cover/cover = null //the cover that is covering this turret
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var/last_fired = 0 //1: if the turret is cooling down from a shot, 0: turret is ready to fire
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var/shot_delay = 15 //1.5 seconds between each shot
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@@ -57,26 +53,39 @@
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var/wrenching = 0
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var/last_target //last target fired at, prevents turrets from erratically firing at all valid targets in range
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/obj/machinery/porta_turret/crescent
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enabled = 0
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ailock = 1
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check_synth = 0
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check_access = 1
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check_arrest = 1
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check_records = 1
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check_weapons = 1
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check_anomalies = 1
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/obj/machinery/porta_turret/stationary
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ailock = 1
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lethal = 1
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installation = /obj/item/weapon/gun/energy/laser
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/obj/machinery/porta_turret/New()
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..()
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icon_state = "grey_target_prism"
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req_access.Cut()
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req_one_access = list(access_security, access_heads)
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//Sets up a spark system
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spark_system = new /datum/effect/effect/system/spark_spread
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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if(anchored)
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create_cover()
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else
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invisibility = 0
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update_icon()
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setup()
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/obj/machinery/porta_turret/crescent/New()
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..()
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req_one_access.Cut()
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req_access = list(access_cent_specops)
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/obj/machinery/porta_turret/proc/setup()
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var/obj/item/weapon/gun/energy/E = installation //All energy-based weapons are applicable
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if(istext(installation)) E = text2path(installation)
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@@ -134,31 +143,29 @@
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eshot_sound = 'sound/weapons/Laser.ogg'
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egun = 1
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var/list/turret_icons
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/obj/machinery/porta_turret/update_icon()
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if(!anchored)
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icon_state = "turretCover"
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return
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if(!turret_icons)
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turret_icons = list()
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turret_icons["open"] = image(icon, "openTurretCover")
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underlays.Cut()
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underlays += turret_icons["open"]
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if(stat & BROKEN)
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icon_state = "destroyed_target_prism"
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else
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if(powered())
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if(enabled)
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if(iconholder)
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//lasers have a orange icon
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icon_state = "orange_target_prism"
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else
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//almost everything has a blue icon
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icon_state = "target_prism"
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else if(raised || raising)
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if(powered() && enabled)
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if(iconholder)
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//lasers have a orange icon
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icon_state = "orange_target_prism"
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else
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icon_state = "grey_target_prism"
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//almost everything has a blue icon
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icon_state = "target_prism"
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else
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icon_state = "grey_target_prism"
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/obj/machinery/porta_turret/Destroy()
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//deletes its own cover with it
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qdel(cover) // qdel
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cover = null
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return ..()
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else
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icon_state = "turretCover"
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/obj/machinery/porta_turret/proc/isLocked(mob/user)
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if(ailock && (isrobot(user) || isAI(user)))
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@@ -304,17 +311,13 @@
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if(!anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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anchored = 1
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invisibility = INVISIBILITY_LEVEL_TWO
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update_icon()
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user << "<span class='notice'>You secure the exterior bolts on the turret.</span>"
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create_cover()
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else if(anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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anchored = 0
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user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>"
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invisibility = 0
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update_icon()
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qdel(cover) //deletes the cover, and the turret instance itself becomes its own cover. - qdel
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wrenching = 0
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else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
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@@ -354,6 +357,11 @@
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enabled = 1 //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
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/obj/machinery/porta_turret/proc/take_damage(var/force)
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if(!raised && !raising)
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force = force / 8
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if(force < 5)
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return
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health -= force
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if (force > 5 && prob(45))
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spark_system.start()
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@@ -404,36 +412,21 @@
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if (prob(25))
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qdel(src)
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else
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take_damage(150) //should instakill most turrets
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take_damage(initial(health) * 8) //should instakill most turrets
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if (3)
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take_damage(50)
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take_damage(initial(health) * 8 / 3)
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/obj/machinery/porta_turret/proc/die() //called when the turret dies, ie, health <= 0
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health = 0
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density = 0
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stat |= BROKEN //enables the BROKEN bit
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invisibility = 0
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spark_system.start() //creates some sparks because they look cool
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density = 1
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update_icon()
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qdel(cover) //deletes the cover - no need on keeping it there! - del
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/obj/machinery/porta_turret/proc/create_cover()
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if(cover == null && anchored)
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cover = new /obj/machinery/porta_turret_cover(loc) //if the turret has no cover and is anchored, give it a cover
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cover.Parent_Turret = src //assign the cover its Parent_Turret, which would be this (src)
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/obj/machinery/porta_turret/process()
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//the main machinery process
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set background = BACKGROUND_ENABLED
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if(cover == null && anchored) //if it has no cover and is anchored
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if(stat & BROKEN) //if the turret is borked
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qdel(cover) //delete its cover, assuming it has one. Workaround for a pesky little bug - qdel
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else
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create_cover()
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if(stat & (NOPOWER|BROKEN))
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//if the turret has no power or is broken, make the turret pop down if it hasn't already
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popDown()
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@@ -481,19 +474,23 @@
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if(!L)
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return TURRET_NOT_TARGET
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// If emagged not even the dead get a rest
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if(emagged)
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return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
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if(issilicon(L)) // Don't target silica
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if(!emagged && issilicon(L)) // Don't target silica
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return TURRET_NOT_TARGET
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if(L.stat) //if the perp is dead/dying, no need to bother really
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if(L.stat && !emagged) //if the perp is dead/dying, no need to bother really
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return TURRET_NOT_TARGET //move onto next potential victim!
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var/dst = get_dist(src, L) //if it's too far away, why bother?
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if(dst > 7)
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return 0
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if(get_dist(src, L) > 7) //if it's too far away, why bother?
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return TURRET_NOT_TARGET
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if(!check_trajectory(L, src)) //check if we have true line of sight
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return TURRET_NOT_TARGET
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if(emagged) // If emagged not even the dead get a rest
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return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
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if(lethal && locate(/mob/living/silicon/ai) in get_turf(L)) //don't accidentally kill the AI!
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return TURRET_NOT_TARGET
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if(check_synth) //If it's set to attack all non-silicons, target them!
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if(L.lying)
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@@ -509,7 +506,10 @@
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return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET
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if(ishuman(L)) //if the target is a human, analyze threat level
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if(assess_perp(L, check_weapons, check_records, check_arrest) < 4)
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if(emagged)
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return 10
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if(assess_perp(L, check_access, check_weapons, check_records, check_arrest) < 4)
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return TURRET_NOT_TARGET //if threat level < 4, keep going
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if(L.lying) //if the perp is lying down, it's still a target but a less-important target
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@@ -534,15 +534,17 @@
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return
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if(stat & BROKEN)
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return
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set_raised_raising(raised, 1)
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playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1)
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invisibility = 0
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raising = 1
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flick("popup", cover)
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update_icon()
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var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
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flick_holder.layer = layer + 0.1
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flick("popup", flick_holder)
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sleep(10)
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raising = 0
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cover.icon_state = "openTurretCover"
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raised = 1
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layer = 4
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qdel(flick_holder)
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set_raised_raising(1, 0)
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update_icon()
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/obj/machinery/porta_turret/proc/popDown() //pops the turret down
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@@ -553,15 +555,17 @@
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return
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if(stat & BROKEN)
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return
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set_raised_raising(raised, 1)
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playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1)
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layer = 3
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raising = 1
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flick("popdown", cover)
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update_icon()
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var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
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flick_holder.layer = layer + 0.1
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flick("popdown", flick_holder)
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sleep(10)
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raising = 0
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cover.icon_state = "turretCover"
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raised = 0
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invisibility = INVISIBILITY_LEVEL_TWO
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qdel(flick_holder)
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set_raised_raising(0, 0)
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update_icon()
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/obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp)
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@@ -570,6 +574,11 @@
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return 10
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return ..()
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/obj/machinery/porta_turret/proc/set_raised_raising(var/raised, var/raising)
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src.raised = raised
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src.raising = raising
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density = raised || raising
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/obj/machinery/porta_turret/proc/target(var/mob/living/target)
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if(disabled)
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@@ -819,9 +828,6 @@
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Turret.enabled = 0
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Turret.setup()
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// Turret.cover=new/obj/machinery/porta_turret_cover(loc)
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// Turret.cover.Parent_Turret=Turret
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// Turret.cover.name = finish_name
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qdel(src) // qdel
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else if(istype(I, /obj/item/weapon/crowbar))
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@@ -866,28 +872,5 @@
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/obj/machinery/porta_turret_construct/attack_ai()
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return
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/************************
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* PORTABLE TURRET COVER *
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************************/
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/obj/machinery/porta_turret_cover
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name = "turret"
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/atom/movable/porta_turret_cover
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icon = 'icons/obj/turrets.dmi'
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icon_state = "turretCover"
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anchored = 1
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layer = 3.5
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density = 0
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var/obj/machinery/porta_turret/Parent_Turret = null
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/obj/machinery/porta_turret_cover/attack_ai(mob/user)
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return attack_hand(user)
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/obj/machinery/porta_turret_cover/attack_hand(mob/user)
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return Parent_Turret.attack_hand(user)
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/obj/machinery/porta_turret_cover/Topic(href, href_list)
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Parent_Turret.Topic(href, href_list, 1) // Calling another object's Topic requires that we claim to not have a window, otherwise BYOND's base proc will runtime.
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/obj/machinery/porta_turret_cover/attackby(obj/item/I, mob/user)
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Parent_Turret.attackby(I, user)
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@@ -189,13 +189,17 @@
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..()
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if(stat & NOPOWER)
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icon_state = "control_off"
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set_light(0)
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else if (enabled)
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if (lethal)
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icon_state = "control_kill"
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set_light(1.5, 1,"#990000")
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else
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icon_state = "control_stun"
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set_light(1.5, 1,"#FF9900")
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else
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icon_state = "control_standby"
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set_light(1.5, 1,"#003300")
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/obj/machinery/turretid/emp_act(severity)
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if(enabled)
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@@ -323,4 +323,18 @@
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else
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M = locate() in get_step(src,target)
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if(istype(M))
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return 1
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return 1
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/proc/check_trajectory(atom/target as mob, var/mob/living/user as mob, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
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if(!istype(target) || !istype(user))
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return 0
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var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
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trace.target = target
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if(!isnull(flags))
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trace.flags = flags //Set the flags...
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trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
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trace.firer = user
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var/output = trace.process() //Test it!
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qdel(trace) //No need for it anymore
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return output //Send it back to the gun!
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