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Syndicate Depot, Turret Fixes, Telesci Proofing
- Adds the Syndicate depot, an outpost heavily guarded by turrets, and proofed against telescience. - Fixes gun_turrets not ID'ing syndicate agents properly, adds support for different bullets. - Adds support to make an area un-accessible to telescience. I wish there was a better way to handle that in the telescience computer, but noone I consulted could seem to figure a way out. Simply set the area tag in question's tele_proof to 1 to disable telescience in that area.
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@@ -297,6 +297,21 @@
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telefail()
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temp_msg = "ERROR! Sector is less than 1, <BR>greater than [src.emagged ? "7" : "6"], or equal to 2."
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return
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var/truePower = Clamp(power + power_off, 1, 1000)
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var/trueRotation = rotation + rotation_off
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var/trueAngle = Clamp(angle, 1, 90)
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var/datum/projectile_data/proj_data = projectile_trajectory(telepad.x, telepad.y, trueRotation, trueAngle, truePower)
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var/turf/target = locate(Clamp(round(proj_data.dest_x, 1), 1, world.maxx), Clamp(round(proj_data.dest_y, 1), 1, world.maxy), z_co)
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var/area/A = get_area(target)
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if(A.tele_proof == 1)
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telefail()
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temp_msg = "ERROR! Target destination unreachable due to interference."
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return
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if(teles_left > 0)
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doteleport(user)
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else
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