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TG: Emitters can be emag'd.
You need to swipe and ID to lock an emitter, PDAs will no longer have a popup when you attempt to put an ID into them. PDAs have an Update Info button just below the ID slot when an ID is in it. r2867
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@@ -6,16 +6,20 @@
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anchored = 0
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density = 1
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req_access = list(access_engine)
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var/active = 0
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var/fire_delay = 100
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 300
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var
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active = 0
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fire_delay = 100
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last_shot = 0
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shot_number = 0
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state = 0
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locked = 0
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verb/rotate()
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set name = "Rotate"
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set category = "Object"
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@@ -56,9 +60,9 @@
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src.use_power = 2
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update_icon()
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else
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user << "The controls are locked!"
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user << "\red The controls are locked!"
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else
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user << "The [src] needs to be firmly secured to the floor first."
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user << "\red The [src] needs to be firmly secured to the floor first."
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return 1
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@@ -113,6 +117,7 @@
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attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the [src] first."
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@@ -123,27 +128,26 @@
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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"You hear a ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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"You hear a ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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return
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else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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return
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if(1)
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if (W:remove_fuel(0,user))
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W:welding = 2
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@@ -156,8 +160,7 @@
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user << "You weld the [src] to the floor."
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W:welding = 1
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else
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user << "\blue You need more welding fuel to complete this task."
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return
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user << "\red You need more welding fuel to complete this task."
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if(2)
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if (W:remove_fuel(0,user))
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W:welding = 2
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@@ -170,20 +173,36 @@
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user << "You cut the [src] free from the floor."
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W:welding = 1
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else
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user << "\blue You need more welding fuel to complete this task."
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return
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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user << "\red You need more welding fuel to complete this task."
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return
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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user << "\red The lock seems to be broken"
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return
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if(src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is online"
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else
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user << "\red Access denied."
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return
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else
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..()
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return
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if(istype(W, /obj/item/weapon/card/emag) && !emagged)
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locked = 0
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emagged = 1
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user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
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return
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..()
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return
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power_change()
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..()
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update_icon()
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update_icon()
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return
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