mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
#Fixed all known bugs with ninja voice.
#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed. #Added more recharge locations for ninjas: cells, smes, and cyborgs. #Recharge changed so that it takes less time but recharges for less. #Adamantine sprites per request. #Updated Ripley sprites per request(?). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -221,7 +221,7 @@ Useful for copy pasta since I'm lazy.*/
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new_ninja.equip_if_possible(new /obj/item/clothing/suit/space/space_ninja(new_ninja), new_ninja.slot_wear_suit)
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new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves)
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new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head)
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new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/space_ninja(new_ninja), new_ninja.slot_wear_mask)
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new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/voice/space_ninja(new_ninja), new_ninja.slot_wear_mask)
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new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt)
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new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store)
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new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store)
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@@ -731,7 +731,7 @@
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else
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seer = 0
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see_invisible = 0
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else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja))
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else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
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switch(src.wear_mask:mode)
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if(1)
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src.see_in_dark = 5
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@@ -25,7 +25,8 @@
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pick_list -= H
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message = dd_list2text(temp_message, " ")
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//Ninja mask obscures text and voice if set to do so.
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if(istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja)&&src.wear_mask:voice=="Unknown")
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//Would make it more global but it's sort of ninja specific.
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if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
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if(copytext(message, 1, 2) != "*")
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var/list/temp_message = dd_text2list(message, " ")
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var/list/pick_list = list()
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@@ -30,6 +30,25 @@
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var/italics = 1
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var/message_range = 1
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if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
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if(copytext(message, 1, 2) != "*")
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var/list/temp_message = dd_text2list(message, " ")
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var/list/pick_list = list()
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for(var/i = 1, i <= temp_message.len, i++)
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pick_list += i
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for(var/i=1, i <= abs(temp_message.len/3), i++)
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var/H = pick(pick_list)
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if(findtext(temp_message[H], "*") || findtext(temp_message[H], ";") || findtext(temp_message[H], ":")) continue
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temp_message[H] = ninjaspeak(temp_message[H])
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pick_list -= H
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message = dd_list2text(temp_message, " ")
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message = dd_replaceText(message, "o", "¤")
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message = dd_replaceText(message, "p", "þ")
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message = dd_replaceText(message, "l", "£")
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message = dd_replaceText(message, "s", "§")
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message = dd_replaceText(message, "u", "µ")
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message = dd_replaceText(message, "b", "ß")
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if (src.stuttering)
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message = stutter(message)
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@@ -72,11 +91,16 @@
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if (italics)
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message_a = "<i>[message_a]</i>"
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if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
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rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
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//This appears copied from carbon/living say.dm so the istype check for mob is probably not needed. Appending for src is also not needed as the game will check that automatically.
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if (!istype(src, /mob/living/carbon/human))
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
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else if (istype(wear_mask, /obj/item/clothing/mask/gas/voice))
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if (wear_mask:vchange)
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rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_a]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message_a]\"</span></span>"
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rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message_a]\"</span></span>"
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for (var/mob/M in heard_a)
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M.show_message(rendered, 2)
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@@ -101,10 +125,15 @@
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if (M.say_understands(src))
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var/message_c
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message_c = stars(message)
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if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
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rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
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if (!istype(src, /mob/living/carbon/human))
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
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else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
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if(wear_mask:vchange)
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rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message_c]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message_c]\"</span></span>"
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rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message_c]\"</span></span>"
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M.show_message(rendered, 2)
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else
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rendered = "<span class='game say'><span class='name'>[src.voice_name]</span> whispers something.</span>"
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@@ -113,10 +142,15 @@
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if (italics)
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message = "<i>[message]</i>"
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if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
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rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
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if (!istype(src, /mob/living/carbon/human))
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
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else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
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if(wear_mask:vchange)
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rendered = "<span class='game say'><span class='name'>[wear_mask:voice]</span> whispers, <span class='message'>\"[message]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[name]</span> whispers, <span class='message'>\"[message]\"</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] whispers, <span class='message'>\"[message]\"</span></span>"
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rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] whispers, <span class='message'>\"[message]\"</span></span>"
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for (var/mob/M in world)
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if (istype(M, /mob/new_player))
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@@ -257,7 +257,7 @@
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else
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if (M.ghost_ears && !(M in listening))
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listening+=M
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for (var/obj/O in ((V | src.contents)-used_radios)) //radio in pocket could work, radio in backpack wouldn't --rastaf0
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spawn (0)
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if (O)
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@@ -278,10 +278,13 @@
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if (italics)
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message_a = "<i>[message_a]</i>"
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if (!istype(src, /mob/living/carbon/human) || istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
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if (!istype(src, /mob/living/carbon/human))
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rendered = "<span class='game say'><span class='name'>[src.name]</span> <span class='message'>[message_a]</span></span>"
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else if (istype(src.wear_mask, /obj/item/clothing/mask/gas/space_ninja))
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rendered = "<span class='game say'><span class='name'>[src.wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
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else if(istype(wear_mask, /obj/item/clothing/mask/gas/voice))
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if(wear_mask:vchange)
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rendered = "<span class='game say'><span class='name'>[src.wear_mask:voice]</span> <span class='message'>[message_a]</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[src.name]</span> <span class='message'>[message_a]</span></span>"
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else
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rendered = "<span class='game say'><span class='name'>[src.real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"
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@@ -1,6 +1,8 @@
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/mob/living/silicon/robot/New(loc,var/syndie = 0)
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spark_system = new /datum/effects/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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spawn (1)
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src << "\blue Your icons have been generated!"
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playsound(src.loc, 'liveagain.ogg', 50, 1, -3)
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@@ -591,6 +593,35 @@
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user << "You remove the power cell."
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src.updateicon()
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
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var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
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var/obj/item/clothing/gloves/space_ninja/G = U.gloves
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user << "\blue Now charging battery..."
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src << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
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G.draining = 1
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if(cell&&cell.charge)
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var/drain = 0
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var/totaldrain = 0
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while(cell.charge>0)
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drain = rand(100,300)
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if(cell.charge<drain)
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drain = cell.charge
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if (do_after(U,10))
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spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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cell.charge-=drain
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S.charge+=drain
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totaldrain+=drain
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else break
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U << "\blue Gained <B>[totaldrain]</B> energy from [src]."
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G.draining = 0
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return
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else
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U << "\red Their battery has run dry of power. You must find another source."
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return
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/mob/living/silicon/robot/proc/allowed(mob/M)
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//check if it doesn't require any access at all
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+39
-34
@@ -437,35 +437,6 @@
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/obj/machinery/power/apc/attack_hand(mob/user)
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add_fingerprint(user)
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&!U.gloves:canremove&&!U.gloves:draining)
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var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
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var/obj/item/clothing/gloves/space_ninja/G = U.gloves
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// emagged = 1
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// locked = 0
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user << "\blue Now charging battery..."
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G.draining = 1
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if(cell&&cell.charge)
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while(cell.charge>0)
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var/drain = rand(500,1500)
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if(cell.charge<drain)
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drain = cell.charge
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if (do_after(user,50))
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var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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cell.charge-=drain
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S.charge+=drain
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U << "\blue Gained <B>[drain]</B> energy from the APC (<B>[cell.charge]</B> charge remaining)."
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else break
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G.draining = 0
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return
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else
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U << "\red This machine has run dry of power. You must find another."
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return
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if(opened && (!istype(user, /mob/living/silicon)))
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if(cell)
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usr.put_in_hand(cell)
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@@ -477,12 +448,46 @@
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//user << "You remove the power cell."
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charging = 0
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src.updateicon()
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return
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if(stat & (BROKEN|MAINT)) return
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else
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if(stat & (BROKEN|MAINT)) return
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// do APC interaction
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user.machine = src
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src.interact(user)
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
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var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
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var/obj/item/clothing/gloves/space_ninja/G = U.gloves
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user << "\blue Now charging battery..."
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G.draining = 1
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if(cell&&cell.charge)
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var/drain = 0
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var/totaldrain = 0
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var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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while(cell.charge>0)
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drain = rand(100,300)
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if(cell.charge<drain)
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drain = cell.charge
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if (do_after(U,10))
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spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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cell.charge-=drain
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S.charge+=drain
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totaldrain+=drain
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else break
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U << "\blue Gained <B>[totaldrain]</B> energy from the APC."
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G.draining = 0
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if(!emagged)
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flick("apc-spark", src)
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emagged = 1
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locked = 0
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updateicon()
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return
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else
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U << "\red This APC has run dry of power. You must find another source."
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return
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// do APC interaction
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user.machine = src
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src.interact(user)
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/obj/machinery/power/apc/proc/interact(mob/user)
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@@ -62,6 +62,30 @@
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if(crit_fail)
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usr << "\red This power cell seems to be faulty"
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/obj/item/weapon/cell/attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
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var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
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var/obj/item/clothing/gloves/space_ninja/G = U.gloves
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if(charge)
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user << "\blue Now charging battery..."
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G.draining = 1
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if (do_after(user,50))
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U << "\blue Gained <B>[charge]</B> energy from the cell."
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charge = 0
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S.charge+=charge
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G.draining = 0
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corrupt()
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updateicon()
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else
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U << "\red Procedure interrupted. Protocol terminated."
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return
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else
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U << "\red This cell is empty and of no use."
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return
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//Just because someone gets you occasionally with stun gloves doesn't mean you can put in code to kill everyone who tries to make some.
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/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
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..()
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@@ -180,15 +180,41 @@
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interact(user)
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/obj/machinery/power/smes/attack_hand(mob/user)
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add_fingerprint(user)
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if(stat & BROKEN) return
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if(ishuman(user))
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var/mob/living/carbon/human/U = user
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if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
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var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
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var/obj/item/clothing/gloves/space_ninja/G = U.gloves
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user << "\blue Now charging battery..."
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G.draining = 1
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if(charge)
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var/drain = 0
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var/totaldrain = 0
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var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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while(charge>0)
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drain = rand(100,300)
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if(charge<drain)
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drain = charge
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if (do_after(U,10))
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spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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charge-=drain
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S.charge+=drain
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totaldrain+=drain
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else break
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U << "\blue Gained <B>[totaldrain]</B> energy from the SMES cell."
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G.draining = 0
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return
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else
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U << "\red This SMES cell has run dry of power. You must find another source."
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return
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interact(user)
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/obj/machinery/power/smes/proc/interact(mob/user)
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if ( (get_dist(src, user) > 1 ))
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Block a user