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[READY] Atmos Refactor Part 7 (I think) - Kills signals + TGUIs stuff (#19867)
* I AM NOT A KING. I AM NOT A GOD. I AM LUNACY. * THE SCOPE CREEP * This was done in vi. No langserver. Send help. * Progress * Some issues fixed * The code builds, but the maps dont * CC builds, I doubt anything else does * Do this now * Safety * The map compiles * THE MAPPING HELL * Airlock controllers dont work * Fixed bombs * AND THATS FIXED * Phantom edit * Restores LL I think * The mapmerge hooks are actually retarded * Fixes spawners * Half working air control * Picky * Hyper efficient tank monitor * Sanity * Laying the framework * Improved alert console * Dont think this is actually done anywhere * Metering * ONE HUNDRED AND ~~EIGHTY~~ TWENTY SEVEN * WE ARE READY FOR BOX TO BUILD * One map done * Well that was easy * Another one * I think this is done * I should have removed this * I would make a russian joke but <current event> * Delta WIP * Makes delta work * Early review * TM safeguard * oops * METAAAAAAAAAAAAAAAAAAAAAAAAA * Fix #4213 * Trailing * oh for piss sake * Shutter fix * Roundstart ATs can go away * Review pass 1 * What could go wrong * BOOM BOOM BOOM * Not needed * Fix seed vault * Oops * Review changes
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@@ -70,16 +70,6 @@
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add_fingerprint(user)
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return
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/obj/item/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
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sleep(10)
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if(!src)
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return
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if(status)
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bombtank.detonate() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
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else
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bombtank.release()
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/obj/item/onetankbomb/HasProximity(atom/movable/AM)
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if(bombassembly)
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bombassembly.HasProximity(AM)
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@@ -102,7 +92,7 @@
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
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/obj/item/tank/proc/bomb_assemble(W, user) //Bomb assembly proc. This turns assembly+tank into a bomb
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var/obj/item/assembly_holder/S = W
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var/mob/M = user
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if(!S.secured) //Check if the assembly is secured
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@@ -127,7 +117,7 @@
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return
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/obj/item/tank/proc/detonate() //This happens when a bomb is told to explode
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var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
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var/fuel_moles = air_contents.toxins + air_contents.oxygen / 6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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@@ -199,6 +199,5 @@
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a_right.pulsed(0)
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if(a_left && a_left != D) // the right pools might have sent us boom, so `a_left` can be null here
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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return TRUE
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@@ -38,11 +38,20 @@
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if(tank)
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tank.boom(TRUE) // this qdel's `src`
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if(istype(locloc, /obj/item/onetankbomb))
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var/obj/item/onetankbomb/bomb = locloc
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if(bomb?.bombtank)
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bomb.bombtank.detonate()
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else if(istype(locloc, /obj/item/reagent_containers/glass/beaker))
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var/obj/item/reagent_containers/glass/beaker/beakerbomb = locloc
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if(beakerbomb)
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beakerbomb.heat_beaker()
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else if(istype(locloc, /obj/item/grenade/chem_grenade))
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var/obj/item/grenade/chem_grenade/CG = locloc
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CG.prime()
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return TRUE
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