mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 03:25:49 +01:00
adding reverted files
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -1,41 +1,41 @@
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 2.1
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density = 0
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invisibility = 2
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var/strength = 0
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var/obj/machinery/shield_gen/parent
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(2)
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//nothing
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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stress += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 2
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return 0
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 2.1
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density = 0
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invisibility = 2
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var/strength = 0
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var/obj/machinery/shield_gen/parent
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(2)
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//nothing
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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stress += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 2
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return 0
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@@ -1,64 +1,64 @@
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//---------- external shield generator
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//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
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/obj/machinery/shield_gen/external/New()
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..()
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
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if(get_dist(O,src) > field_radius)
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continue
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var/add_this_turf = 0
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if(istype(O,/turf/space))
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for(var/turf/simulated/G in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in O)
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add_this_turf = 0
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break
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if(add_this_turf && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed
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/obj/machinery/shield_gen/external/process()
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/*if(stat & (NOPOWER|BROKEN))
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return*/
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if(!active)
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return
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/*spawn(100)
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power()*/
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/*if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("\red The [src.name] shuts down due to lack of power!", \
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"You hear heavy droning fade out")
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icon_state = "generator0"
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src.active = 0*/
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..()
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/obj/item/weapon/circuitboard/shield_gen/external
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name = "Circuit Board (External Shield Generator)"
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build_path = "/obj/machinery/shield_gen/external"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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//---------- external shield generator
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//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
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/obj/machinery/shield_gen/external/New()
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..()
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
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if(get_dist(O,src) > field_radius)
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continue
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var/add_this_turf = 0
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if(istype(O,/turf/space))
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for(var/turf/simulated/G in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in O)
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add_this_turf = 0
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break
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if(add_this_turf && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed
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/obj/machinery/shield_gen/external/process()
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/*if(stat & (NOPOWER|BROKEN))
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return*/
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if(!active)
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return
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/*spawn(100)
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power()*/
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/*if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("\red The [src.name] shuts down due to lack of power!", \
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"You hear heavy droning fade out")
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icon_state = "generator0"
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src.active = 0*/
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..()
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/obj/item/weapon/circuitboard/shield_gen/external
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name = "Circuit Board (External Shield Generator)"
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build_path = "/obj/machinery/shield_gen/external"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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@@ -1,156 +1,156 @@
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//---------- shield capacitor
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//pulls energy out of a power net and charges an adjacent generator
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/obj/machinery/shield_capacitor
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name = "shield capacitor"
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desc = "Machine that charges a shield generator."
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icon = 'shielding.dmi'
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icon_state = "capacitor"
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var/active = 1
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density = 1
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anchored = 1
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var/obj/machinery/shield_gen/target_generator
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var/stored_charge = 0
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var/time_since_fail = 100
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var/max_charge = 1000000
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var/max_charge_rate = 100000
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var/min_charge_rate = 0
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var/locked = 0
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//
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use_power = 1 //0 use nothing
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//1 use idle power
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//2 use active power
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idle_power_usage = 10
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active_power_usage = 100
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var/charge_rate = 100
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/obj/machinery/shield_capacitor/New()
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..()
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target_generator = locate() in get_step(src,dir)
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if(target_generator && !target_generator.owned_capacitor)
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target_generator.owned_capacitor = src
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/*spawn(10)
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check_powered()*/
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/obj/machinery/shield_capacitor/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if( powered() )
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if (src.active)
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icon_state = "capacitor"
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else
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icon_state = "capacitor"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "capacitor"
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stat |= NOPOWER
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/obj/machinery/shield_capacitor/process()
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//
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if(active)
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use_power = 2
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if(stored_charge + charge_rate > max_charge)
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active_power_usage = max_charge - stored_charge
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else
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active_power_usage = charge_rate
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stored_charge += active_power_usage
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else
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use_power = 1
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time_since_fail++
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if(stored_charge < active_power_usage * 1.5)
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time_since_fail = 0
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//
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updateDialog()
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/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
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/*if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the field generator first."
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return
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else if(state == 0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You secure the external reinforcing bolts to the floor."
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src.anchored = 1
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return
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else if(state == 1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You undo the external reinforcing bolts."
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src.anchored = 0
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return*/
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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src.add_fingerprint(user)
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user << "\red You hit the [src.name] with your [W.name]!"
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for(var/mob/M in viewers(src))
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if(M == user) continue
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M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
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/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
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interact(user)
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src.add_fingerprint(user)
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/obj/machinery/shield_capacitor/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_capacitor")
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usr.machine = null
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return
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if( href_list["toggle"] )
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active = !active
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if(active)
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use_power = 2
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else
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use_power = 1
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if( href_list["charge_rate"] )
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charge_rate += text2num(href_list["charge_rate"])
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if(charge_rate > max_charge_rate)
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charge_rate = max_charge_rate
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else if(charge_rate < min_charge_rate)
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charge_rate = min_charge_rate
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//
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updateDialog()
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/obj/machinery/shield_capacitor/proc/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
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if (!istype(user, /mob/living/silicon))
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user.machine = null
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user << browse(null, "window=shield_capacitor")
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return
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var/t = "<B>Shield Capacitor Control Console</B><BR>"
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t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
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t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
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t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
|
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t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
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t += "<hr>"
|
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
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user << browse(t, "window=shield_capacitor;size=500x800")
|
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user.machine = src
|
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|
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/obj/item/weapon/circuitboard/shield_capacitor
|
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name = "Circuit Board (Shield Capacitor)"
|
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build_path = "/obj/machinery/shield_capacitor"
|
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board_type = "machine"
|
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origin_tech = "electromagnetic=3;engineering=2;power=1"
|
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
|
||||
req_components = list(
|
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"/obj/item/weapon/cable_coil" = 2,
|
||||
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
|
||||
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
|
||||
|
||||
//---------- shield capacitor
|
||||
//pulls energy out of a power net and charges an adjacent generator
|
||||
|
||||
/obj/machinery/shield_capacitor
|
||||
name = "shield capacitor"
|
||||
desc = "Machine that charges a shield generator."
|
||||
icon = 'shielding.dmi'
|
||||
icon_state = "capacitor"
|
||||
var/active = 1
|
||||
density = 1
|
||||
anchored = 1
|
||||
var/obj/machinery/shield_gen/target_generator
|
||||
var/stored_charge = 0
|
||||
var/time_since_fail = 100
|
||||
var/max_charge = 1000000
|
||||
var/max_charge_rate = 100000
|
||||
var/min_charge_rate = 0
|
||||
var/locked = 0
|
||||
//
|
||||
use_power = 1 //0 use nothing
|
||||
//1 use idle power
|
||||
//2 use active power
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 100
|
||||
var/charge_rate = 100
|
||||
|
||||
/obj/machinery/shield_capacitor/New()
|
||||
..()
|
||||
target_generator = locate() in get_step(src,dir)
|
||||
if(target_generator && !target_generator.owned_capacitor)
|
||||
target_generator.owned_capacitor = src
|
||||
/*spawn(10)
|
||||
check_powered()*/
|
||||
|
||||
/obj/machinery/shield_capacitor/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "capacitor"
|
||||
else
|
||||
icon_state = "capacitor"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "capacitor"
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/shield_capacitor/process()
|
||||
//
|
||||
if(active)
|
||||
use_power = 2
|
||||
if(stored_charge + charge_rate > max_charge)
|
||||
active_power_usage = max_charge - stored_charge
|
||||
else
|
||||
active_power_usage = charge_rate
|
||||
stored_charge += active_power_usage
|
||||
else
|
||||
use_power = 1
|
||||
|
||||
time_since_fail++
|
||||
if(stored_charge < active_power_usage * 1.5)
|
||||
time_since_fail = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
|
||||
/*if(istype(W, /obj/item/weapon/wrench))
|
||||
if(active)
|
||||
user << "Turn off the field generator first."
|
||||
return
|
||||
|
||||
else if(state == 0)
|
||||
state = 1
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user << "You secure the external reinforcing bolts to the floor."
|
||||
src.anchored = 1
|
||||
return
|
||||
|
||||
else if(state == 1)
|
||||
state = 0
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user << "You undo the external reinforcing bolts."
|
||||
src.anchored = 0
|
||||
return*/
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
||||
if (src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
user << "\red You hit the [src.name] with your [W.name]!"
|
||||
for(var/mob/M in viewers(src))
|
||||
if(M == user) continue
|
||||
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
|
||||
|
||||
/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
|
||||
interact(user)
|
||||
src.add_fingerprint(user)
|
||||
|
||||
/obj/machinery/shield_capacitor/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_capacitor")
|
||||
usr.machine = null
|
||||
return
|
||||
if( href_list["toggle"] )
|
||||
active = !active
|
||||
if(active)
|
||||
use_power = 2
|
||||
else
|
||||
use_power = 1
|
||||
if( href_list["charge_rate"] )
|
||||
charge_rate += text2num(href_list["charge_rate"])
|
||||
if(charge_rate > max_charge_rate)
|
||||
charge_rate = max_charge_rate
|
||||
else if(charge_rate < min_charge_rate)
|
||||
charge_rate = min_charge_rate
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_capacitor/proc/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=shield_capacitor")
|
||||
return
|
||||
var/t = "<B>Shield Capacitor Control Console</B><BR>"
|
||||
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
|
||||
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
|
||||
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
|
||||
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_capacitor;size=500x800")
|
||||
user.machine = src
|
||||
|
||||
/obj/item/weapon/circuitboard/shield_capacitor
|
||||
name = "Circuit Board (Shield Capacitor)"
|
||||
build_path = "/obj/machinery/shield_capacitor"
|
||||
board_type = "machine"
|
||||
origin_tech = "electromagnetic=3;engineering=2;power=1"
|
||||
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
|
||||
req_components = list(
|
||||
"/obj/item/weapon/cable_coil" = 2,
|
||||
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
|
||||
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
|
||||
|
||||
Reference in New Issue
Block a user