mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport (r4649)
Conflicts: code/game/gamemodes/wizard/rightandwrong.dm code/game/machinery/computer/law.dm code/game/machinery/telecomms/broadcaster.dm code/game/objects/items/devices/uplinks.dm code/modules/food/recipes_microwave.dm html/changelog.html icons/effects/effects.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -33,6 +33,16 @@
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icon = 'icons/effects/effects.dmi'
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icon_state = "dirt"
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/obj/effect/decal/cleanable/flour
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name = "flour"
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desc = "It's still good. Four second rule!"
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gender = PLURAL
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density = 0
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anchored = 1
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layer = 2
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icon = 'icons/effects/effects.dmi'
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icon_state = "flour"
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/obj/effect/decal/cleanable/greenglow
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name = "glowing goo"
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desc = "Jeez. I hope that's not for lunch."
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@@ -2,17 +2,6 @@
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/*
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SYNDICATE UPLINKS
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TO-DO:
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Once wizard is fixed, make sure the uplinks work correctly for it. wizard.dm is right now uncompiled and with broken code in it.
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Clean the code up and comment it. Part of it is right now copy-pasted, with the general Topic() and modifications by Abi79.
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I should take a more in-depth look at both the copy-pasted code for the individual uplinks below, and at each gamemode's code
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to see how uplinks are assigned and if there are any bugs with those.
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A list of items and costs is stored under the datum of every game mode, alongside the number of crystals, and the welcoming message.
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*/
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@@ -9,7 +9,7 @@
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var/path = 0
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var/obj/item/weapon/circuitboard/circuit = null
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var/list/beakers = new/list()
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var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
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var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
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var/affected_area = 3
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New()
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@@ -41,7 +41,7 @@
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stage = 2
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else
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user << "\red You need to add at least one beaker before locking the assembly."
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else if((istype(W,/obj/item/weapon/reagent_containers/glass/beaker) || istype(W,/obj/item/weapon/reagent_containers/glass/bottle)) && stage == 1 && path != 2)
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else if(is_type_in_list(W, allowed_containers) && stage == 1 && path != 2)
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path = 1
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if(beakers.len == 2)
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user << "\red The grenade can not hold more containers."
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@@ -56,46 +56,46 @@
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user << "\red \the [W] is empty."
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prime()
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if(prob(reliability))
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var/has_reagents = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume) has_reagents = 1
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//if(prob(reliability))
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var/has_reagents = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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if(G.reagents.total_volume) has_reagents = 1
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if(!has_reagents)
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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state = 0
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return
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if(!has_reagents)
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playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
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state = 0
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return
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playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
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playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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for(var/atom/A in view(affected_area, src.loc))
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if( A == src ) continue
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src.reagents.reaction(A, 1, 10)
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for(var/atom/A in view(affected_area, src.loc))
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if( A == src ) continue
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src.reagents.reaction(A, 1, 10)
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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else
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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/*else
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icon_state = initial(icon_state) + "_locked"
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crit_fail = 1
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.loc = get_turf(src.loc)
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G.loc = get_turf(src.loc)*/
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/obj/item/weapon/grenade/chem_grenade/large
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name = "Large Chem Grenade"
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desc = "An oversized grenade that affects a larger area."
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icon_state = "large_grenade"
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allowed_containers = list("/obj/item/weapon/reagent_containers/glass")
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allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
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origin_tech = "combat=3;materials=3"
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affected_area = 4
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@@ -11,8 +11,8 @@
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* Oxygen
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*/
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/obj/item/weapon/tank/oxygen
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen"
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name = "oxygen tank"
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desc = "A tank of oxygen."
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icon_state = "oxygen"
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distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
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@@ -32,12 +32,10 @@
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/obj/item/weapon/tank/oxygen/yellow
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen, this one is yellow."
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icon_state = "oxygen_f"
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/obj/item/weapon/tank/oxygen/red
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen, this one is red."
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icon_state = "oxygen_fr"
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@@ -46,8 +44,8 @@
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* Anesthetic
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*/
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/obj/item/weapon/tank/anesthetic
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name = "Gas Tank (Sleeping Agent)"
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desc = "A N2O/O2 gas mix"
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name = "anesthetic tank"
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desc = "A tank with an N2O/O2 gas mix."
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icon_state = "anesthetic"
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item_state = "an_tank"
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@@ -66,7 +64,7 @@
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* Air
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*/
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/obj/item/weapon/tank/air
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name = "Gas Tank (Air Mix)"
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name = "air tank"
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desc = "Mixed anyone?"
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icon_state = "oxygen"
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@@ -90,8 +88,8 @@
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* Plasma
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*/
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/obj/item/weapon/tank/plasma
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name = "Gas Tank (BIOHAZARD)"
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desc = "Contains dangerous plasma. Do not inhale."
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name = "plasma tank"
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desc = "Contains dangerous plasma. Do not inhale. Warning: extremely flammable."
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icon_state = "plasma"
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = null //they have no straps!
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@@ -103,42 +101,6 @@
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src.air_contents.toxins = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
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return
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/obj/item/weapon/tank/plasma/proc/release()
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var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
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loc.assume_air(removed)
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/obj/item/weapon/tank/plasma/proc/ignite()
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var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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loc = null
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if(air_contents.temperature > (T0C + 400))
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strength = fuel_moles/15
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explosion(ground_zero, strength, strength*2, strength*3, strength*4)
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else if(air_contents.temperature > (T0C + 250))
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strength = fuel_moles/20
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explosion(ground_zero, 0, strength, strength*2, strength*3)
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else if(air_contents.temperature > (T0C + 100))
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strength = fuel_moles/25
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explosion(ground_zero, 0, 0, strength, strength*3)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(src.master)
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del(src.master)
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del(src)
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/obj/item/weapon/tank/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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@@ -180,11 +142,11 @@
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usr << sound('sound/effects/alert.ogg')
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/obj/item/weapon/tank/emergency_oxygen/engi
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icon_state = "emergency_engi"
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name = "extended-capacity emergency oxygen tank"
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icon_state = "emergency_engi"
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volume = 6
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/obj/item/weapon/tank/emergency_oxygen/double
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name = "double emergency oxygen tank"
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icon_state = "emergency_double"
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name = "Double Emergency Oxygen Tank"
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volume = 10
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@@ -238,7 +238,10 @@
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else if(pressure > TANK_RUPTURE_PRESSURE)
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//world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]"
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if(integrity <= 0)
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loc.assume_air(air_contents)
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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T.assume_air(air_contents)
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playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
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del(src)
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else
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@@ -247,8 +250,11 @@
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else if(pressure > TANK_LEAK_PRESSURE)
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//world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]"
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if(integrity <= 0)
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
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loc.assume_air(leaked_gas)
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T.assume_air(leaked_gas)
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else
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integrity--
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@@ -19,8 +19,8 @@
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New()
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..()
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sleep(2)
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for(var/i = 0, i < 16, i++)
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new /obj/item/weapon/reagent_containers/food/snacks/flour(src)
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for(var/i = 0, i < 3, i++)
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new /obj/item/weapon/reagent_containers/food/drinks/flour(src)
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new /obj/item/weapon/reagent_containers/food/condiment/sugar(src)
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return
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