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Fixes powersink not giving you a beacon on purchase. (#16255)
* powersink gives you a beacon, as described * no longer a bomb subtype * Update code/game/objects/items/devices/radio/beacon.dm Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com> * Update code/game/objects/items/devices/radio/beacon.dm Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
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@@ -1426,7 +1426,7 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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name = "Power Sink"
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desc = "When screwed to wiring attached to an electric grid, then activated, this large device places excessive load on the grid, causing a stationwide blackout. The sink cannot be carried because of its excessive size. Ordering this sends you a small beacon that will teleport the power sink to your location on activation."
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reference = "PS"
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item = /obj/item/powersink
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item = /obj/item/radio/beacon/syndicate/power_sink
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cost = 10
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/datum/uplink_item/device_tools/singularity_beacon
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@@ -71,6 +71,18 @@
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user.drop_item()
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qdel(src)
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/obj/item/radio/beacon/syndicate/power_sink
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name = "suspicious beacon"
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desc = "A label on it reads: <i>Warning: Activating this device will send a power sink to your location</i>."
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/obj/item/radio/beacon/syndicate/power_sink/attack_self(mob/user)
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if(user)
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to_chat(user, "<span class='notice'>Locked In</span>")
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new /obj/item/powersink(user.loc)
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playsound(src, 'sound/effects/pop.ogg', 100, TRUE, 1)
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user.drop_item()
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qdel(src)
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/obj/item/radio/beacon/syndicate/bomb
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name = "suspicious beacon"
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desc = "A label on it reads: <i>Warning: Activating this device will send a high-ordinance explosive to your location</i>."
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