/obj/item/device/radio/beacon name = "Tracking Beacon" desc = "A beacon used by a teleporter." icon_state = "beacon" item_state = "signaler" var/code = "Beacon" origin_tech = "bluespace=1" var/emagged = 0 var/syndicate = 0 /obj/item/device/radio/beacon/New() ..() code = "[code] ([beacons.len + 1])" beacons += src /obj/item/device/radio/beacon/Destroy() beacons -= src return ..() /obj/item/device/radio/beacon/emag_act(user as mob) if(!emagged) emagged = 1 syndicate = 1 user << "\blue The This beacon now only be locked on to by emagged teleporters!" /obj/item/device/radio/beacon/hear_talk() return /obj/item/device/radio/beacon/send_hear() return null /obj/item/device/radio/beacon/verb/alter_signal(t as text) set name = "Alter Beacon's Signal" set category = "Object" set src in usr if (usr.stat || usr.restrained()) return code = t if (isnull(code)) code = initial(code) src.add_fingerprint(usr) return /obj/item/device/radio/beacon/bacon //Probably a better way of doing this, I'm lazy. proc/digest_delay() spawn(600) qdel(src) // SINGULO BEACON SPAWNER /obj/item/device/radio/beacon/syndicate name = "suspicious beacon" desc = "A label on it reads: Activate to have a singularity beacon teleported to your location." origin_tech = "bluespace=1;syndicate=7" syndicate = 1 /obj/item/device/radio/beacon/syndicate/attack_self(mob/user as mob) if(user) user << "\blue Locked In" new /obj/machinery/power/singularity_beacon/syndicate( user.loc ) playsound(src, 'sound/effects/pop.ogg', 100, 1, 1) qdel(src) return /obj/item/device/radio/beacon/syndicate/bomb name = "suspicious beacon" desc = "A label on it reads: Warning: Activating this device will send a high-ordinance explosive to your location." origin_tech = "bluespace=1;syndicate=7" /obj/item/device/radio/beacon/syndicate/bomb/attack_self(mob/user as mob) if(user) user << "\blue Locked In" new /obj/machinery/syndicatebomb( user.loc ) playsound(src, 'sound/effects/pop.ogg', 100, 1, 1) qdel(src) return