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Adds new nuke toy, plays nuke sound when attack_self'd
Cooldown of 5 minutes Conflicts: code/game/machinery/computer/arcade.dm code/game/objects/items/toys.dm icons/obj/toy.dmi
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@@ -23,7 +23,8 @@
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/obj/item/toy/prize/seraph = 1,
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/obj/item/toy/prize/mauler = 1,
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/obj/item/toy/prize/odysseus = 1,
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/obj/item/toy/prize/phazon = 1
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/obj/item/toy/prize/phazon = 1,
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/obj/item/toy/nuke = 2
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)
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/obj/machinery/computer/arcade/New()
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@@ -546,4 +547,4 @@
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/obj/machinery/computer/arcade/orion_trail/proc/win()
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playing = 0
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prizevend()
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prizevend()
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@@ -518,6 +518,7 @@
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desc = "Mini-Mecha action figure! Collect them all! 11/11."
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icon_state = "phazonprize"
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/obj/item/toy/katana
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name = "replica katana"
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desc = "Woefully underpowered in D20."
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@@ -532,6 +533,24 @@
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attack_verb = list("attacked", "slashed", "stabbed", "sliced")
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/obj/item/toy/nuke
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name = "\improper Nuclear Fission Explosive toy"
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desc = "A plastic model of a Nuclear Fission Explosive."
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icon = 'icons/obj/toy.dmi'
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icon_state = "nuketoyidle"
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w_class = 2.0
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var/cooldown = 0
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/obj/item/toy/nuke/attack_self(mob/user)
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if (cooldown < world.time)
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cooldown = world.time + 3000 //5 minutes
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icon_state = "nuketoy"
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for (var/mob/M in hearers(world.view, user)) //I'm doing this because playsound's dampening/stereo ruins the effect
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if (M.client && !M.ear_deaf)
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M << 'sound/machines/Alarm.ogg'
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sleep(135)
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icon_state = "nuketoyidle"
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/obj/item/weapon/toddler
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icon_state = "toddler"
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name = "toddler"
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