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https://github.com/ParadiseSS13/Paradise.git
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automated anti-meteor missile battery, dme changes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -0,0 +1,261 @@
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#define MISSILE_SPEED 5
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//automated turret that shoots missiles at meteors
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/obj/item/projectile/missile
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name = "missile"
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icon = 'meteor_turret.dmi'
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icon_state = "missile"
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var/turf/target
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var/tracking = 0
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density = 1
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desc = "It's sparking and shaking slightly."
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/obj/item/projectile/missile/fired(var/turf/newtarget)
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target = newtarget
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dir = get_dir(src.loc, target)
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walk_towards(src, target, MISSILE_SPEED)
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/obj/item/projectile/missile/Bump(atom/A)
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spawn(0)
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if(istype(A,/obj/effect/meteor))
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del(A)
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explode()
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return
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/obj/item/projectile/missile/proc/explode()
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explosion(src.loc, 1, 1, 2, 7, 0)
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playsound(src.loc, "explosion", 50, 1)
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del(src)
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/obj/item/projectile/missile/attack_hand(mob/user)
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..()
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return attackby(null, user)
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/obj/item/projectile/missile/attackby(obj/item/weapon/W, mob/user)
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//can't touch this
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..()
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explode()
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/obj/machinery/meteor_battery
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name = "meteor battery"
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icon = 'meteor_turret.dmi'
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icon_state = "turret0"
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var/raised = 0
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var/enabled = 1
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anchored = 1
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layer = 3
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invisibility = 2
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density = 1
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var/health = 18
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var/id = ""
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var/obj/machinery/turretcover/cover = null
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var/popping = 0
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var/wasvalid = 0
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var/lastfired = 0
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var/shot_delay = 50
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var/datum/effect/effect/system/spark_spread/spark_system
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use_power = 1
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idle_power_usage = 50
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active_power_usage = 300
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var/atom/movable/cur_target
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var/targeting_active = 0
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var/protect_range = 30
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var/tracking_missiles = 0
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var/list/fired_missiles
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/obj/machinery/meteor_battery/New()
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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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fired_missiles = new/list()
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// targets = new
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..()
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return
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/obj/machinery/meteor_battery/proc/isPopping()
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return (popping!=0)
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/obj/machinery/meteor_battery/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if( powered() )
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if (src.enabled)
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icon_state = "turret1"
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else
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icon_state = "turret0"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "turret0"
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stat |= NOPOWER
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/obj/machinery/meteor_battery/proc/setState(var/enabled)
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src.enabled = enabled
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src.power_change()
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/obj/machinery/meteor_battery/proc/get_new_target()
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var/list/new_targets = new
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var/new_target
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for(var/obj/effect/meteor/M in view(protect_range, get_turf(src)))
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new_targets += M
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if(new_targets.len)
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new_target = pick(new_targets)
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return new_target
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/obj/machinery/meteor_battery/process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(src.cover==null)
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src.cover = new /obj/machinery/turretcover(src.loc)
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src.cover.host = src
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if(!enabled)
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if(!isDown() && !isPopping())
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popDown()
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return
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//update our missiles
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for(var/obj/item/projectile/missile/M in fired_missiles)
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if(!M)
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fired_missiles.Remove(M)
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continue
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if(tracking_missiles && cur_target)
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//update homing missile target
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M.target = get_turf(cur_target)
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walk_towards(M, M.target, MISSILE_SPEED)
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if(get_turf(M) == M.target && M)
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//missile has arrived at destination
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fired_missiles.Remove(M)
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if( istype(get_turf(M), /turf/space) )
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//send the missile shooting off into the distance
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walk(M, get_dir(src,M), MISSILE_SPEED)
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spawn(rand(3,10) * 10)
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if(M)
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M.explode()
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else if(rand(3) == 3)
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//chance to blow up later (between 4 seconds and 2 minutes), or just sit there being ominous
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spawn(rand(4,120) * 10)
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M.explode()
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for(var/mob/P in view(7))
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P.visible_message("\red The missile skids to a halt, vibrating and sparking ominously!")
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if(!cur_target)
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cur_target = get_new_target() //get new target
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if(cur_target) //if it's found, proceed
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if(!isPopping())
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if(isDown())
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popUp()
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use_power = 2
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else
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spawn()
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if(!targeting_active)
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targeting_active = 1
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target()
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targeting_active = 0
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else if(!isPopping())//else, pop down
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if(!isDown())
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popDown()
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use_power = 1
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return
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/obj/machinery/meteor_battery/proc/target()
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while(src && enabled && !stat)
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src.dir = get_dir(src, cur_target)
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shootAt(cur_target)
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sleep(shot_delay)
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return
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/obj/machinery/meteor_battery/proc/shootAt(var/atom/movable/target)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(target)
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if (!T || !U)
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return
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use_power(500)
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var/obj/item/projectile/missile/A = new(T)
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A.tracking = tracking_missiles
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fired_missiles.Add(A)
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spawn(0)
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A.fired(U)
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return
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/obj/machinery/meteor_battery/proc/isDown()
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return (invisibility!=0)
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/obj/machinery/meteor_battery/proc/popUp()
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if ((!isPopping()) || src.popping==-1)
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invisibility = 0
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popping = 1
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if (src.cover!=null)
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flick("popup", src.cover)
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src.cover.icon_state = "openTurretCover"
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spawn(10)
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if (popping==1) popping = 0
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/obj/machinery/meteor_battery/proc/popDown()
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if ((!isPopping()) || src.popping==1)
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popping = -1
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if (src.cover!=null)
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flick("popdown", src.cover)
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src.cover.icon_state = "turretCover"
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spawn(10)
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if (popping==-1)
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invisibility = 2
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popping = 0
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/obj/machinery/meteor_battery/bullet_act(var/obj/item/projectile/Proj)
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src.health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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if (src.health <= 0)
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src.die()
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return
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/obj/machinery/meteor_battery/attackby(obj/item/weapon/W, mob/user)//I can't believe no one added this before/N
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..()
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playsound(src.loc, 'smash.ogg', 60, 1)
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src.spark_system.start()
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src.health -= W.force * 0.5
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if (src.health <= 0)
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src.die()
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return
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/obj/machinery/meteor_battery/emp_act(severity)
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switch(severity)
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if(1)
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enabled = 0
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power_change()
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..()
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/obj/machinery/meteor_battery/ex_act(severity)
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if(severity < 3)
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src.die()
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/obj/machinery/meteor_battery/proc/die()
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src.health = 0
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src.density = 0
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src.stat |= BROKEN
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src.icon_state = "broke"
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if (cover!=null)
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del(cover)
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sleep(3)
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flick("explosion", src)
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spawn(13)
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del(src)
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/obj/machinery/meteor_battery/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
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if(!(stat & BROKEN))
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playsound(src.loc, 'slash.ogg', 25, 1, -1)
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red <B>[] has slashed at []!</B>", M, src), 1)
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src.health -= 15
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if (src.health <= 0)
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src.die()
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else
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M << "\green That object is useless to you."
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return
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