mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 06:34:45 +01:00
438 lines
13 KiB
Plaintext
438 lines
13 KiB
Plaintext
/obj/machinery/camera
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name = "security camera"
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desc = "Used by security teams and annoying AIs to watch over you."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera"
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power_state = ACTIVE_POWER_USE
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idle_power_consumption = 5
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active_power_consumption = 10
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layer = WALL_OBJ_LAYER
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resistance_flags = FIRE_PROOF
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damage_deflection = 12
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armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, RAD = 0, FIRE = 90, ACID = 50)
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var/datum/wires/camera/wires = null // Wires datum
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max_integrity = 100
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integrity_failure = 50
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var/list/network = list("SS13")
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var/list/previous_network
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var/c_tag = null
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var/c_tag_order = 999
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var/status = TRUE
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anchored = TRUE
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var/start_active = FALSE //If it ignores the random chance to start broken on round start
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var/invuln = null
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var/obj/item/camera_assembly/assembly = null
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/// If this camera should be added to the camera network and update the camera network when it moves around
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var/part_of_camera_network
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//OTHER
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var/view_range = CAMERA_VIEW_DISTANCE
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var/short_range = 2
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var/alarm_on = FALSE
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var/busy = FALSE
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var/emped = FALSE //Number of consecutive EMP's on this camera
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var/toggle_sound = 'sound/items/wirecutter.ogg'
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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var/list/localMotionTargets = list()
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var/detectTime = 0
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var/area/station/ai_monitored/area_motion = null
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var/alarm_delay = 30 // Don't forget, there's another 3 seconds in queueAlarm()
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/obj/machinery/camera/Initialize(mapload, should_add_to_cameranet = TRUE)
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. = ..()
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wires = new(src)
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assembly = new(src)
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assembly.state = 4
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assembly.anchored = TRUE
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assembly.update_icon()
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GLOB.cameranet.cameras += src
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part_of_camera_network = should_add_to_cameranet
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if(part_of_camera_network)
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GLOB.cameranet.addCamera(src)
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if(isturf(loc))
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var/area/our_area = get_area(src)
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LAZYADD(our_area.cameras, UID())
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if(is_station_level(z) && prob(3) && !start_active)
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turn_off(null, FALSE)
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wires.cut_all()
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/obj/machinery/camera/proc/set_area_motion(area/A)
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area_motion = A
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/obj/machinery/camera/Moved(atom/OldLoc, Dir, Forced)
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. = ..()
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SEND_SIGNAL(src, COMSIG_CAMERA_MOVED, OldLoc)
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/obj/machinery/camera/Destroy()
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SStgui.close_uis(wires)
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kick_out_watchers()
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QDEL_NULL(assembly)
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QDEL_NULL(wires)
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GLOB.cameranet.removeCamera(src)
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GLOB.cameranet.cameras -= src
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var/area/our_area = get_area(src)
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if(our_area) // We should probably send out the warning alarms if this doesn't exist, because this should always have an area!
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LAZYREMOVE(our_area.cameras, UID())
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var/area/station/ai_monitored/A = get_area(src)
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if(istype(A))
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A.motioncameras -= src
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area_motion = null
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cancelAlarm()
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return ..()
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/obj/machinery/camera/examine(mob/user)
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. = ..()
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. += "<span class='notice'>[src]'s maintenance panel can be <b>screwed [panel_open ? "closed" : "open"]</b>.</span>"
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if(panel_open)
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. += "<span class='notice'>Upgrades can be added to [src] or <b>pried out</b>.</span>"
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if(!wires.CanDeconstruct())
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. += "<span class='notice'>[src]'s <b>internal wires</b> are preventing you from cutting it free.</span>"
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else
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. += "<span class='notice'>[src]'s <i>internal wires</i> are disconnected, but it can be <b>cut free</b>.</span>"
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/obj/machinery/camera/emp_act(severity)
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if(!status)
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return
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if(!isEmpProof())
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if(prob(150/severity))
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if(!(stat & EMPED))
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previous_network = network
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network = list()
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stat |= EMPED
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turn_off(null, FALSE, TRUE)
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addtimer(CALLBACK(src, PROC_REF(reactivate_after_emp)), (90 / severity) SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
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..()
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/obj/machinery/camera/proc/reactivate_after_emp()
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network = previous_network
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previous_network = null
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stat &= ~EMPED
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turn_on(null, FALSE, TRUE)
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/obj/machinery/camera/ex_act(severity)
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if(invuln)
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return
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..()
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/obj/machinery/camera/proc/setViewRange(num = CAMERA_VIEW_DISTANCE)
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view_range = num
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GLOB.cameranet.updateVisibility(src, 0)
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/obj/machinery/camera/singularity_pull(S, current_size)
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if(status && current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects and the camera is still active, turn off the camera as it gets ripped off the wall.
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toggle_cam(null, 0)
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..()
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/obj/machinery/camera/attackby(obj/item/I, mob/living/user, params)
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var/msg = "<span class='notice'>You attach [I] into the assembly inner circuits.</span>"
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var/msg2 = "<span class='notice'>The camera already has that upgrade!</span>"
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if(istype(I, /obj/item/stack/sheet/mineral/plasma) && panel_open)
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if(!user.canUnEquip(I, FALSE))
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to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
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return
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if(!isEmpProof())
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var/obj/item/stack/sheet/mineral/plasma/P = I
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upgradeEmpProof()
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to_chat(user, "[msg]")
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P.use(1)
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else
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to_chat(user, "[msg2]")
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else if(istype(I, /obj/item/assembly/prox_sensor) && panel_open)
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if(!user.canUnEquip(I, FALSE))
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to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
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return
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if(!isMotion())
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upgradeMotion()
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to_chat(user, "[msg]")
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qdel(I)
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else
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to_chat(user, "[msg2]")
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// OTHER
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else if((istype(I, /obj/item/paper) || istype(I, /obj/item/pda)) && isliving(user))
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if(!can_use())
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to_chat(user, "<span class='warning'>You can't show something to a disabled camera!</span>")
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return
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var/mob/living/U = user
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var/obj/item/paper/X = null
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var/obj/item/pda/PDA = null
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var/itemname = ""
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var/info = ""
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if(istype(I, /obj/item/paper))
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X = I
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itemname = X.name
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info = X.info
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else
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PDA = I
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var/datum/data/pda/app/notekeeper/N = PDA.find_program(/datum/data/pda/app/notekeeper)
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if(N)
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itemname = PDA.name
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info = N.note
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to_chat(U, "You hold \the [itemname] up to the camera ...")
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U.changeNext_move(CLICK_CD_MELEE)
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for(var/mob/O in GLOB.player_list)
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if(isAI(O))
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var/mob/living/silicon/ai/AI = O
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if(AI.control_disabled || (AI.stat == DEAD))
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return
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if(U.name == "Unknown")
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to_chat(AI, "<b>[U]</b> holds <a href='byond://?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
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else
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to_chat(AI, "<b><a href='byond://?src=[AI.UID()];track=[html_encode(U.name)]'>[U]</a></b> holds <a href='byond://?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
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AI.last_paper_seen = "<html><meta charset='utf-8'><head><title>[itemname]</title></head><body><tt>[info]</tt></body></html>"
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else if(O.client && O.client.eye == src)
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to_chat(O, "[U] holds \a [itemname] up to one of the cameras ...")
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O << browse("<html><meta charset='utf-8'><head><title>[itemname]</title></head><body><tt>[info]</tt></body></html>", "window=[itemname]")
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else if(istype(I, /obj/item/laser_pointer))
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var/obj/item/laser_pointer/L = I
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L.laser_act(src, user)
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else
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return ..()
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/obj/machinery/camera/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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panel_open = !panel_open
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to_chat(user, "<span class='notice'>You screw [src]'s panel [panel_open ? "open" : "closed"].</span>")
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/obj/machinery/camera/wirecutter_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = 0))
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return
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if(panel_open)
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wires.Interact(user)
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/obj/machinery/camera/multitool_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = 0))
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return
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if(panel_open)
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wires.Interact(user)
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/obj/machinery/camera/welder_act(mob/user, obj/item/I)
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if(!panel_open || !wires.CanDeconstruct())
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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WELDER_ATTEMPT_WELD_MESSAGE
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if(I.use_tool(src, user, 100, volume = I.tool_volume))
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visible_message("<span class='warning'>[user] unwelds [src], leaving it as just a frame bolted to the wall.</span>",
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"<span class='warning'>You unweld [src], leaving it as just a frame bolted to the wall</span>")
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deconstruct(TRUE)
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/obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(stat & BROKEN)
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return damage_amount
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. = ..()
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/obj/machinery/camera/obj_break(damage_flag)
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if(status && !(flags & NODECONSTRUCT))
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toggle_cam(null, FALSE)
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wires.cut_all()
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/obj/machinery/camera/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(disassembled)
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if(!assembly)
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assembly = new()
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assembly.forceMove(drop_location())
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assembly.state = 1
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assembly.setDir(dir)
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assembly.update_icon()
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assembly = null
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else
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var/obj/item/I = new /obj/item/camera_assembly(loc)
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I.obj_integrity = I.max_integrity * 0.5
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new /obj/item/stack/cable_coil(loc, 2)
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qdel(src)
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/obj/machinery/camera/update_icon_state()
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if(!status)
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icon_state = "[initial(icon_state)]1"
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else if(stat & EMPED)
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icon_state = "[initial(icon_state)]emp"
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else
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icon_state = "[initial(icon_state)]"
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/obj/machinery/camera/proc/toggle_cam(mob/user, display_message = TRUE)
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if(status)
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turn_off(user, display_message)
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return
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turn_on(user, display_message)
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/obj/machinery/camera/proc/turn_on(mob/user, display_message = TRUE, emp_recover = FALSE)
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if(status && !emp_recover)
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return
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status = TRUE
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if(!emp_recover && isturf(loc))
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var/area/our_area = get_area(src)
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LAZYADD(our_area.cameras, UID())
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if(display_message)
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if(user)
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visible_message("<span class='danger'>[user] reactivates [src]!</span>")
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add_hiddenprint(user)
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else
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visible_message("<span class='danger'>\The [src] reactivates!</span>")
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playsound(loc, toggle_sound, 100, TRUE)
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update_icon(UPDATE_ICON_STATE)
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SEND_SIGNAL(src, COMSIG_CAMERA_ON, user, display_message)
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/obj/machinery/camera/proc/turn_off(mob/user, display_message = TRUE, emped = FALSE)
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if(!status && !emped)
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return
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if(!emped)
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status = FALSE
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var/area/our_area = get_area(src)
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if(our_area)
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LAZYREMOVE(our_area.cameras, UID())
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set_light(0)
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if(display_message)
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if(user)
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visible_message("<span class='danger'>[user] deactivates [src]!</span>")
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add_hiddenprint(user)
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else
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visible_message("<span class='danger'>\The [src] deactivates!</span>")
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playsound(loc, toggle_sound, 100, 1)
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update_icon(UPDATE_ICON_STATE)
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kick_out_watchers()
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SEND_SIGNAL(src, COMSIG_CAMERA_OFF, user, display_message, emped)
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/obj/machinery/camera/proc/kick_out_watchers()
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for(var/mob/O in GLOB.player_list)
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if(O.client && O.client.eye == src)
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O.reset_perspective(null)
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to_chat(O, "The screen bursts into static.")
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/obj/machinery/camera/proc/can_use()
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if(!status)
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return 0
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if(stat & EMPED)
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return 0
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return 1
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/obj/machinery/camera/proc/can_see()
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var/list/see = null
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var/turf/pos = get_turf(src)
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if(isXRay())
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see = range(view_range, pos)
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else
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see = hear(view_range, pos)
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return see
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/atom/proc/auto_turn()
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//Automatically turns based on nearby walls.
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var/turf/simulated/wall/T = null
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for(var/i = 1, i <= 8; i += i)
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T = get_ranged_target_turf(src, i, 1)
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if(istype(T))
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//If someone knows a better way to do this, let me know. -Giacom
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switch(i)
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if(NORTH)
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setDir(SOUTH)
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if(SOUTH)
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setDir(NORTH)
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if(WEST)
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setDir(EAST)
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if(EAST)
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setDir(WEST)
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break
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//Return a working camera that can see a given mob
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//or null if none
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/proc/seen_by_camera(mob/M)
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for(var/obj/machinery/camera/C in oview(4, M))
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if(C.can_use()) // check if camera disabled
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return C
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return null
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/proc/near_range_camera(mob/M)
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for(var/obj/machinery/camera/C in range(4, M))
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if(C.can_use()) // check if camera disabled
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return C
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return null
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/obj/machinery/camera/proc/Togglelight(on = FALSE)
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for(var/mob/living/silicon/ai/A in GLOB.ai_list)
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for(var/obj/machinery/camera/cam in A.lit_cameras)
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if(cam == src)
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return
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if(on)
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set_light(AI_CAMERA_LUMINOSITY)
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else
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set_light(0)
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/obj/machinery/camera/proc/nano_structure()
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var/cam[0]
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var/turf/T = get_turf(src)
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cam["name"] = sanitize(c_tag)
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cam["deact"] = !can_use()
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cam["camera"] = "\ref[src]"
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if(T)
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cam["x"] = T.x
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cam["y"] = T.y
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cam["z"] = T.z
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else
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cam["x"] = 0
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cam["y"] = 0
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cam["z"] = 0
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return cam
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/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
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if(view_range == short_range) //unfocused
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/stretch/impaired, 2)
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/obj/machinery/camera/update_remote_sight(mob/living/user)
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if(isXRay() && isAI(user))
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user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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user.see_in_dark = max(user.see_in_dark, 8)
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user.lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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else
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user.sight = initial(user.sight)
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user.see_in_dark = initial(user.see_in_dark)
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user.lighting_alpha = initial(user.lighting_alpha)
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..()
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return TRUE
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/// Cameras which are placed inside of things, such as helmets.
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/obj/machinery/camera/portable
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start_active = TRUE // theres no real way to reactivate these, so never break them when they init
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var/turf/prev_turf
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/obj/machinery/camera/portable/Initialize(mapload)
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. = ..()
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assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
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assembly.anchored = FALSE
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assembly.update_icon()
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/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
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if(!part_of_camera_network)
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return PROCESS_KILL // Stop wasting performance
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if(get_turf(src) == prev_turf)
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return
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SEND_SIGNAL(src, COMSIG_CAMERA_MOVED, prev_turf)
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GLOB.cameranet.updatePortableCamera(src, prev_turf)
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prev_turf = get_turf(src)
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