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@@ -0,0 +1,258 @@
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#define CHRONO_BEAM_RANGE 3
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#define CHRONO_FRAME_COUNT 22
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/obj/item/weapon/chrono_eraser
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name = "Timestream Eradication Device"
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desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronobackpack"
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item_state = "backpack"
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w_class = 4.0
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slot_flags = SLOT_BACK
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slowdown = 1
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action_button_name = "Equip/Unequip TED Gun"
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icon_action_button = "action_chronobackpack"
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var/obj/item/weapon/gun/energy/chrono_gun/PA = null
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var/list/erased_minds = list() //a collection of minds from the dead
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/obj/item/weapon/chrono_eraser/proc/pass_mind(var/datum/mind/M)
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erased_minds += M
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/obj/item/weapon/chrono_eraser/dropped()
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if(PA)
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del(PA)
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/obj/item/weapon/chrono_eraser/Destroy()
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dropped()
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..()
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/obj/item/weapon/chrono_eraser/ui_action_click()
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var/mob/living/carbon/user = src.loc
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if(iscarbon(user) && (user.back == src))
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if(PA)
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del(PA)
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else
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PA = new(src)
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user.put_in_hands(PA)
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/obj/item/weapon/gun/energy/chrono_gun
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name = "T.E.D. Projection Apparatus"
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desc = "It's as if they never existed in the first place."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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w_class = 3.0
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canremove = 0
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projectile_type = "/obj/item/projectile/energy/chrono_beam"
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fire_sound = 'sound/weapons/Laser.ogg'
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charge_cost = 0
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fire_delay = 50
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var/obj/item/weapon/chrono_eraser/TED = null
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var/obj/effect/chrono_field/field = null
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var/turf/startpos = null
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/obj/item/weapon/gun/energy/chrono_gun/New(var/obj/item/weapon/chrono_eraser/T)
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. = ..()
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if(istype(T))
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TED = T
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else //admin must have spawned it
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TED = new(src.loc)
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del(src)
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/obj/item/weapon/gun/energy/chrono_gun/dropped()
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del(src)
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/obj/item/weapon/gun/energy/chrono_gun/update_icon()
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return
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/obj/item/weapon/gun/energy/chrono_gun/Fire()
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if(field)
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field_disconnect(field)
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..()
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/obj/item/weapon/gun/energy/chrono_gun/Destroy()
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if(TED)
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TED.PA = null
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TED = null
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if(field)
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field_disconnect(field)
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..()
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_connect(var/obj/effect/chrono_field/F)
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var/mob/living/user = src.loc
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if(F.gun)
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if(isliving(user) && F.captured)
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user << "<span class='alert'><b>FAIL: <i>[F.captured]</i> already has an existing connection.</b></span>"
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src.field_disconnect(F)
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else
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startpos = get_turf(src)
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field = F
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F.gun = src
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if(isliving(user) && F.captured)
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user << "<span class='notice'>Connection established with target: <b>[F.captured]</b></span>"
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_disconnect(var/obj/effect/chrono_field/F)
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if(F && field == F)
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var/mob/living/user = src.loc
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if(F.gun == src)
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F.gun = null
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if(isliving(user) && F.captured)
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user << "<span class='alert'>Disconnected from target: <b>[F.captured]</b></span>"
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field = null
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startpos = null
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/obj/item/weapon/gun/energy/chrono_gun/proc/field_check(var/obj/effect/chrono_field/F)
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if(F)
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if(field == F)
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var/turf/currentpos = get_turf(src)
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var/mob/living/user = src.loc
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if((currentpos == startpos) && (field in view(CHRONO_BEAM_RANGE, currentpos)) && !user.lying && (user.stat == CONSCIOUS))
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return 1
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field_disconnect(F)
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return 0
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/obj/item/weapon/gun/energy/chrono_gun/proc/pass_mind(var/datum/mind/M)
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if(TED)
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TED.pass_mind(M)
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/obj/item/projectile/energy/chrono_beam
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name = "eradication beam"
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icon_state = "chronobolt"
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range = CHRONO_BEAM_RANGE
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color = null
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nodamage = 1
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var/obj/item/weapon/gun/energy/chrono_gun/gun = null
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/obj/item/projectile/energy/chrono_beam/process()
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gun = firer.get_active_hand()
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if(istype(gun))
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return ..()
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else
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return 0
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/obj/item/projectile/energy/chrono_beam/on_hit(var/atom/target)
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if(target && gun && isliving(target))
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var/obj/effect/chrono_field/F = new(target.loc, target, gun)
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gun.field_connect(F)
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/obj/effect/chrono_field
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name = "eradication field"
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desc = "An aura of time-bluespace energy."
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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density = 1
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anchored = 1
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unacidable = 1
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blend_mode = BLEND_MULTIPLY
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var/mob/living/captured = null
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var/obj/item/weapon/gun/energy/chrono_gun/gun = null
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var/tickstokill = 30
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var/image/mob_underlay = null
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var/preloaded = 0
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var/RPpos = null
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/obj/effect/chrono_field/New(loc, var/mob/living/target, var/obj/item/weapon/gun/energy/chrono_gun/G)
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if(target && isliving(target) && G)
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target.loc = src
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src.captured = target
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var/icon/mob_snapshot = getFlatIcon(target)
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var/icon/cached_icon = new()
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for(var/i=1, i<=CHRONO_FRAME_COUNT, i++)
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var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
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var/icon/mob_icon = icon(mob_snapshot)
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mob_icon.Blend(removing_frame, ICON_MULTIPLY)
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cached_icon.Insert(mob_icon, "frame[i]")
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mob_underlay = new(cached_icon, "frame1")
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update_icon()
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desc = initial(desc) + "<br><span class='info'>It appears to contain [target.name].</span>"
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processing_objects.Add(src)
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/obj/effect/chrono_field/Destroy()
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if(gun && gun.field_check(src))
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gun.field_disconnect(src)
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..()
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/obj/effect/chrono_field/update_icon()
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var/ttk_frame = 1 - (tickstokill / initial(tickstokill))
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ttk_frame = Clamp(Ceiling(ttk_frame * CHRONO_FRAME_COUNT), 1, CHRONO_FRAME_COUNT)
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if(ttk_frame != RPpos)
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RPpos = ttk_frame
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mob_underlay.icon_state = "frame[RPpos]"
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underlays = list() //hack: BYOND refuses to update the underlay to match the icon_state otherwise
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underlays += mob_underlay
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/obj/effect/chrono_field/process()
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if(captured)
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if(tickstokill > initial(tickstokill))
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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del(src)
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else if(tickstokill <= 0)
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captured << "<span class='boldnotice'>As the last essence of your being is erased from time, you begin to re-experience your most enjoyable memory. You feel happy...</span>"
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var/mob/dead/observer/ghost = captured.ghostize(1)
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if(captured.mind)
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if(ghost)
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ghost.mind = null
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if(gun)
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gun.pass_mind(captured.mind)
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del(captured)
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del(src)
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else
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captured.Paralyse(4)
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if(captured.reagents)
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captured.reagents.del_reagent("synaptizine") //you pesky thing you
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if(captured.loc != src) //If they manage to escape, immediately kill them, this is so that even if there IS a way to get out, they won't use it
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captured.loc = src
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tickstokill = 0
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return .()
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update_icon()
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if(gun)
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if(gun.field_check(src))
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tickstokill--
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else
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gun = null
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return .()
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else
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tickstokill++
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else
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del(src)
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/obj/effect/chrono_field/bullet_act(var/obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/energy/chrono_beam))
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var/obj/item/projectile/energy/chrono_beam/beam = P
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var/obj/item/weapon/gun/energy/chrono_gun/Pgun = beam.gun
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if(Pgun && istype(Pgun))
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Pgun.field_connect(src)
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else
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return 0
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/obj/effect/chrono_field/assume_air()
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return 0
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/obj/effect/chrono_field/return_air() //we always have nominal air and temperature
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var/datum/gas_mixture/GM = new
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GM.oxygen = MOLES_O2STANDARD
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GM.nitrogen = MOLES_N2STANDARD
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GM.temperature = T20C
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return GM
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/obj/effect/chrono_field/Move()
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return
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/obj/effect/chrono_field/ex_act()
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return
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/obj/effect/chrono_field/blob_act()
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return
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#undef CHRONO_BEAM_RANGE
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#undef CHRONO_FRAME_COUNT
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@@ -0,0 +1,213 @@
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/obj/item/clothing/head/helmet/space/chronos
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name = "Chronosuit Helmet"
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desc = "A white helmet with an opaque blue visor."
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icon_state = "chronohelmet"
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item_state = "chronohelmet"
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slowdown = 1
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armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
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var/obj/item/clothing/suit/space/chronos/suit = null
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/obj/item/clothing/head/helmet/space/chronos/dropped()
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if(suit)
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suit.deactivate()
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..()
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/obj/item/clothing/head/helmet/space/chronos/Destroy()
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dropped()
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..()
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/obj/item/clothing/suit/space/chronos
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name = "Chronosuit"
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desc = "An advanced spacesuit equipped with teleportation and anti-compression technology"
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icon_state = "chronosuit"
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item_state = "chronosuit"
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action_button_name = "Toggle Chronosuit"
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icon_action_button = "action_chronosuit"
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slowdown = 2
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
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var/obj/item/clothing/head/helmet/space/chronos/helmet = null
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var/obj/effect/chronos_cam/camera = null
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var/activating = 0
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var/activated = 0
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var/cooldowntime = 50 //deciseconds
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var/cooldown = 0
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var/teleporting = 0
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/obj/item/clothing/suit/space/chronos/proc/new_camera(var/mob/user)
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if(camera)
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del(camera)
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camera = new /obj/effect/chronos_cam(get_turf(user))
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camera.holder = user
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user.remote_control = camera
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/obj/item/clothing/suit/space/chronos/ui_action_click()
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if((cooldown <= world.time) && !teleporting && !activating)
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if(!activated)
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activate()
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else
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deactivate()
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/obj/item/clothing/suit/space/chronos/dropped()
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if(activated)
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deactivate()
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..()
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/obj/item/clothing/suit/space/chronos/Destroy()
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dropped()
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..()
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/obj/item/clothing/suit/space/chronos/emp_act(severity)
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var/mob/living/carbon/human/user = src.loc
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switch(severity)
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if(1)
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if(user && ishuman(user) && (user.wear_suit == src))
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user << "<span class='userdanger'>Elecrtromagnetic pulse detected, shutting down systems to preserve integrity...</span>"
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deactivate()
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/obj/item/clothing/suit/space/chronos/proc/chronowalk(var/mob/living/carbon/human/user)
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if(!teleporting && user && (user.stat == CONSCIOUS))
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teleporting = 1
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var/turf/from_turf = get_turf(user)
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if(!from_turf) //sanity, things happen
|
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teleporting = 0
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return
|
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var/turf/to_turf = from_turf
|
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var/atom/movable/overlay/phaseanim = new(from_turf)
|
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var/obj/holder = new(camera)
|
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phaseanim.name = "phasing [user.name]"
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phaseanim.icon = 'icons/mob/mob.dmi'
|
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phaseanim.icon_state = "chronostuck"
|
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phaseanim.density = 1
|
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phaseanim.layer = FLY_LAYER
|
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phaseanim.master = user
|
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user.ExtinguishMob()
|
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if(user.buckled)
|
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user.buckled.unbuckle()
|
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user.loc = holder
|
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flick("chronophase", phaseanim)
|
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spawn(7)
|
||||
if(user)
|
||||
if(phaseanim)
|
||||
if(camera && camera.loc)
|
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to_turf = camera.loc
|
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flick("chronounphase", phaseanim)
|
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else
|
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flick("chronostuck", phaseanim)
|
||||
phaseanim.loc = to_turf
|
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sleep(7)
|
||||
if(holder)
|
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if(user && user in holder.contents)
|
||||
user.loc = to_turf
|
||||
if(user.client)
|
||||
if(camera)
|
||||
user.client.eye = camera
|
||||
else
|
||||
user.client.eye = user
|
||||
del(holder)
|
||||
else if(user)
|
||||
user.loc = from_turf
|
||||
if(phaseanim)
|
||||
del(phaseanim)
|
||||
teleporting = 0
|
||||
if(user && !user.loc) //ubersanity
|
||||
user.loc = locate(0,0,1)
|
||||
user.gib()
|
||||
|
||||
/obj/item/clothing/suit/space/chronos/process()
|
||||
if(activated)
|
||||
var/mob/living/carbon/human/user = src.loc
|
||||
if(user && ishuman(user) && (user.wear_suit == src))
|
||||
if(camera && (user.remote_control == camera))
|
||||
if(!teleporting && !((camera.x == user.x) && (camera.y == user.y) && (camera.z == user.z))) //cheaper than a couple get_turf calls???
|
||||
chronowalk(user)
|
||||
else
|
||||
new_camera(user)
|
||||
else
|
||||
processing_objects.Remove(src)
|
||||
|
||||
/obj/item/clothing/suit/space/chronos/proc/activate()
|
||||
if(!activating && !activated && !teleporting)
|
||||
activating = 1
|
||||
var/mob/living/carbon/human/user = src.loc
|
||||
if(user && ishuman(user))
|
||||
if(user.wear_suit == src)
|
||||
user << "\nChronosuitMK4 login: root"
|
||||
user << "Password:\n"
|
||||
user << "root@ChronosuitMK4# chronowalk4 --start\n"
|
||||
if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
|
||||
user << "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helmet"
|
||||
helmet = user.head
|
||||
helmet.canremove = 0
|
||||
helmet.suit = src
|
||||
src.canremove = 0
|
||||
user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner"
|
||||
user << "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver"
|
||||
user << "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view"
|
||||
new_camera(user)
|
||||
processing_objects.Add(src)
|
||||
activated = 1
|
||||
else
|
||||
user << "\[ <span style='color: #ff0000;'>fail</span> \] Mounting /dev/helmet"
|
||||
user << "<span style='color: #ff0000;'><b>FATAL: </b>Unable to locate /dev/helmet. <b>Aborting...</b>"
|
||||
cooldown = world.time + cooldowntime
|
||||
activating = 0
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/space/chronos/proc/deactivate()
|
||||
if(activated)
|
||||
activating = 1
|
||||
var/mob/living/carbon/human/user = src.loc
|
||||
if(user && ishuman(user))
|
||||
if(user.wear_suit == src)
|
||||
user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
|
||||
if(camera)
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view" //yes I know they aren't a different color when shutting down, but they were too similar at a glance
|
||||
del(camera)
|
||||
if(helmet)
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver"
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner"
|
||||
user << "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet"
|
||||
helmet.canremove = 1
|
||||
helmet.suit = null
|
||||
helmet = null
|
||||
user << "logout"
|
||||
src.canremove = 1
|
||||
cooldown = world.time + cooldowntime * 1.5
|
||||
activated = 0
|
||||
activating = 0
|
||||
|
||||
|
||||
/obj/effect/chronos_cam
|
||||
name = "Chronosuit View"
|
||||
density = 0
|
||||
anchored = 1
|
||||
invisibility = 101
|
||||
opacity = 0
|
||||
mouse_opacity = 0
|
||||
var/mob/holder = null
|
||||
|
||||
/obj/effect/chronos_cam/relaymove(var/mob/user, direction)
|
||||
if(holder)
|
||||
if(user == holder)
|
||||
if(user.client && user.client.eye != src)
|
||||
src.loc = get_turf(user)
|
||||
user.client.eye = src
|
||||
var/step = get_step(src, direction)
|
||||
if(step)
|
||||
if(istype(step, /turf/space))
|
||||
if(!src.Move(step))
|
||||
src.loc = step
|
||||
else
|
||||
src.loc = step
|
||||
else
|
||||
del(src)
|
||||
|
||||
/obj/effect/chronos_cam/Destroy()
|
||||
if(holder)
|
||||
if(holder.remote_control == src)
|
||||
holder.remote_control = null
|
||||
if(holder.client && (holder.client.eye == src))
|
||||
holder.client.eye = holder
|
||||
..()
|
||||
@@ -203,6 +203,7 @@
|
||||
var/list/radar_blips = list() // list of screen objects, radar blips
|
||||
var/radar_open = 0 // nonzero is radar is open
|
||||
|
||||
var/atom/movable/remote_control //Calls relaymove() to whatever it is
|
||||
|
||||
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
|
||||
var/datum/visibility_interface/visibility_interface = null // used by the visibility system to provide an interface for the visibility networks
|
||||
|
||||
@@ -207,6 +207,9 @@
|
||||
if(Process_Grab()) return
|
||||
|
||||
|
||||
if(mob.remote_control) //we're controlling something, our movement is relayed to it
|
||||
return mob.remote_control.relaymove(mob, direct)
|
||||
|
||||
if(!mob.canmove)
|
||||
return
|
||||
|
||||
|
||||
Reference in New Issue
Block a user