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https://github.com/ParadiseSS13/Paradise.git
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better alert levels, more computer functionality, less cheese, powergrids, etc
- Adds 'toggle falsewall' functionality to door control computer TESTED - Adds teleport control computer with 'toggle beacon' functionality TESTED - Converts structure/fusionreactor to use obj_integrity by request of uraniummeltdown TESTED - Makes bluespace_beacon a permanent map feature (can be turned on/off with agent ID) rather than a random spawn TESTED - Deletes all other invulnerable structures (e.g comms structures) from the map TESTED - Makes depot use BLUE/RED/DELTA alert level system with appropriate lighting TESTED - Refactors raise_alert so it always says WHY the alert was raised TESTED - Gives syndicate officers unique names TESTED - Adds area powergrids - main grid can be turned off to allow easy crowbarring of doors, external lights/etc are on different network from internal grid TESTED - Adds powergrid alarm - syndie commms computer losing power increases alert level TESTED - Sentry bot now raises alert level if destroyed, or cheesed TESTED - Overloaded fusion reactor now emits massive AoE fire effect to scare the pants off players TESTED - Syndie computer consoles now use varied icons, instead of all the same icons TESTED - Depot now contains many contraband posters TESTED - Added more turrets and mobs to the SE area TESTED
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@@ -0,0 +1,92 @@
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/obj/structure/fusionreactor
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name = "syndicate fusion reactor"
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desc = ""
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icon = 'icons/obj/device.dmi'
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icon_state = "powersink1"
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anchored = 1
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max_integrity = 50
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var/area/syndicate_depot/depotarea
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/obj/structure/fusionreactor/New()
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..()
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depotarea = areaMaster
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if(depotarea)
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depotarea.reactor = src
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/obj/structure/fusionreactor/ex_act(severity)
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obj_integrity -= 10 * severity
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healthcheck()
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/obj/structure/fusionreactor/bullet_act(var/obj/item/projectile/Proj)
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obj_integrity -= Proj.damage
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..()
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healthcheck()
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/obj/structure/fusionreactor/proc/healthcheck()
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if(obj_integrity <= 0)
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overload(TRUE)
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/obj/structure/fusionreactor/attackby(obj/item/I, mob/user, params)
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if(iswrench(I))
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playsound(loc, I.usesound, 50, 1)
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to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
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else if(isscrewdriver(I))
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to_chat(user, "<span class='notice'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
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if(prob(50))
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empulse(src, 4, 10)
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else
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for(var/mob/living/M in range(10, loc))
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M.apply_effect(rand(5, 25), IRRADIATE)
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else
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return ..(I, user, params)
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/obj/structure/fusionreactor/proc/overload(var/containment_failure)
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var/obj/effect/overload/O = new /obj/effect/overload(get_turf(src))
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if(containment_failure)
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O.deliberate = TRUE
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O.max_cycles = 7
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qdel(src)
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/obj/effect/overload
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icon = 'icons/obj/tesla_engine/energy_ball.dmi'
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icon_state = "energy_ball"
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pixel_x = -32
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pixel_y = -32
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anchored = 1
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var/cycles = 0
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var/beepsound = 'sound/items/timer.ogg'
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var/deliberate = FALSE
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var/max_cycles = 15
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var/max_fire_range = 6
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var/area/syndicate_depot/depotarea
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/obj/effect/overload/New()
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..()
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processing_objects.Add(src)
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depotarea = areaMaster
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if(depotarea)
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if(!depotarea.used_self_destruct)
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depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
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depotarea.updateicon()
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/obj/effect/overload/process()
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if(cycles < max_cycles)
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if(!deliberate)
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playsound(loc, beepsound, 50, 0)
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cycles++
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var/fire_range = cycles
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if(max_fire_range > 6)
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max_fire_range = 6
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var/turf/T = get_turf(src)
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for(var/turf/simulated/turf in range(fire_range, T))
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new /obj/effect/hotspot(turf)
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return
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if(depotarea)
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depotarea.destroyed = TRUE
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depotarea.updateicon()
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explosion(get_turf(src), 25, 35, 45, 55, 1, 1, 60, 0, 0)
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processing_objects.Remove(src)
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qdel(src)
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