mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
334 lines
10 KiB
Plaintext
334 lines
10 KiB
Plaintext
/obj/machinery/camera
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name = "security camera"
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desc = "It's used to monitor rooms."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera"
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use_power = 2
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idle_power_usage = 5
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active_power_usage = 10
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layer = 5
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var/datum/wires/camera/wires = null // Wires datum
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var/list/network = list("SS13")
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var/c_tag = null
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var/c_tag_order = 999
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var/status = 1.0
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anchored = 1.0
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var/start_active = 0 //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/device/camera_bug/bug = null
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var/obj/item/weapon/camera_assembly/assembly = null
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//OTHER
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var/view_range = 7
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var/short_range = 2
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var/light_disabled = 0
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var/alarm_on = 0
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var/busy = 0
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var/emped = 0 //Number of consecutive EMP's on this camera
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/obj/machinery/camera/New()
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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 = 1
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assembly.update_icon()
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/* // Use this to look for cameras that have the same c_tag.
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for(var/obj/machinery/camera/C in cameranet.cameras)
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var/list/tempnetwork = C.network&src.network
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if(C != src && C.c_tag == src.c_tag && tempnetwork.len)
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world.log << "[src.c_tag] [src.x] [src.y] [src.z] conflicts with [C.c_tag] [C.x] [C.y] [C.z]"
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*/
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..()
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/obj/machinery/camera/initialize()
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if(z == ZLEVEL_STATION && prob(3) && !start_active)
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deactivate()
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/obj/machinery/camera/Destroy()
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deactivate(null, 0) //kick anyone viewing out
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if(assembly)
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qdel(assembly)
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assembly = null
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if(istype(bug))
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bug.bugged_cameras -= src.c_tag
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if(bug.current == src)
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bug.current = null
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bug = null
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qdel(wires)
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cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that
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return ..()
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/obj/machinery/camera/emp_act(severity)
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if(!isEmpProof())
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if(prob(100/severity))
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icon_state = "[initial(icon_state)]emp"
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var/list/previous_network = network
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network = list()
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cameranet.removeCamera(src)
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stat |= EMPED
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set_light(0)
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triggerCameraAlarm()
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emped = emped+1 //Increase the number of consecutive EMP's
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var/thisemp = emped //Take note of which EMP this proc is for
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spawn(900)
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if(loc) //qdel limbo
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if(emped == thisemp) //Only fix it if the camera hasn't been EMP'd again
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network = previous_network
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icon_state = initial(icon_state)
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stat &= ~EMPED
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cancelCameraAlarm()
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if(can_use())
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cameranet.addCamera(src)
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emped = 0 //Resets the consecutive EMP count
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for(var/mob/O in mob_list)
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if (O.client && O.client.eye == src)
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O.unset_machine()
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O.reset_view(null)
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O << "The screen bursts into static."
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..()
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/obj/machinery/camera/ex_act(severity, target)
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if(src.invuln)
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return
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else
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..()
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return
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/obj/machinery/camera/blob_act()
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qdel(src)
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return
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/obj/machinery/camera/proc/setViewRange(var/num = 7)
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src.view_range = num
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cameranet.updateVisibility(src, 0)
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/obj/machinery/camera/proc/shock(var/mob/living/user)
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if(!istype(user))
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return
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user.electrocute_act(10, src)
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/obj/machinery/camera/attackby(W as obj, mob/living/user as mob, params)
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var/msg = "<span class='notice'>You attach [W] 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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// DECONSTRUCTION
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if(istype(W, /obj/item/weapon/screwdriver))
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//user << "<span class='notice'>You start to [panel_open ? "close" : "open"] the camera's panel.</span>"
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//if(toggle_panel(user)) // No delay because no one likes screwdrivers trying to be hip and have a duration cooldown
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panel_open = !panel_open
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user.visible_message("<span class='warning'>[user] screws the camera's panel [panel_open ? "open" : "closed"]!</span>",
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"<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>")
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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else if((istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/multitool)) && panel_open)
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wires.Interact(user)
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else if(istype(W, /obj/item/weapon/weldingtool) && wires.CanDeconstruct())
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if(weld(W, user))
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user << "You unweld the camera leaving it as just a frame screwed to the wall."
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if(!assembly)
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assembly = new()
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assembly.loc = src.loc
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assembly.state = 1
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assembly.dir = src.dir
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assembly.update_icon()
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assembly = null
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qdel(src)
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return
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else if(istype(W, /obj/item/device/analyzer) && panel_open) //XRay
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if(!isXRay())
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upgradeXRay()
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qdel(W)
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user << "[msg]"
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else
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user << "[msg2]"
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else if(istype(W, /obj/item/stack/sheet/mineral/plasma) && panel_open)
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if(!isEmpProof())
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upgradeEmpProof()
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user << "[msg]"
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qdel(W)
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else
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user << "[msg2]"
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else if(istype(W, /obj/item/device/assembly/prox_sensor) && panel_open)
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if(!isMotion())
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upgradeMotion()
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user << "[msg]"
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qdel(W)
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else
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user << "[msg2]"
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// OTHER
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else if ((istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user))
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var/mob/living/U = user
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var/obj/item/weapon/paper/X = null
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var/obj/item/device/pda/P = null
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var/itemname = ""
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var/info = ""
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if(istype(W, /obj/item/weapon/paper))
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X = W
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itemname = X.name
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info = X.info
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else
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P = W
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itemname = P.name
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info = P.notehtml
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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 player_list)
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if(istype(O, /mob/living/silicon/ai))
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var/mob/living/silicon/ai/AI = O
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if(U.name == "Unknown") AI << "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
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else AI << "<b><a href='byond://?src=\ref[O];trackname=[html_encode(U)];track=\ref[U]'>[U]</a></b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
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AI.last_paper_seen = "<HTML><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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O << "[U] holds \a [itemname] up to one of the cameras ..."
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O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
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else if (istype(W, /obj/item/device/camera_bug))
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if (!src.can_use())
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user << "<span class='notice'>Camera non-functional.</span>"
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return
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if(istype(src.bug))
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user << "<span class='notice'>Camera bug removed.</span>"
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src.bug.bugged_cameras -= src.c_tag
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src.bug = null
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else
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user << "<span class='notice'>Camera bugged.</span>"
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src.bug = W
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src.bug.bugged_cameras[src.c_tag] = src
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else if(istype(W, /obj/item/weapon/melee/energy/blade))//Putting it here last since it's a special case. I wonder if there is a better way to do these than type casting.
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deactivate(user,2)//Here so that you can disconnect anyone viewing the camera, regardless if it's on or off.
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, loc)
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spark_system.start()
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playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(loc, "sparks", 50, 1)
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visible_message("<span class='notice'>[user] has sliced the camera apart with an energy blade!</span>")
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qdel(src)
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else if(istype(W, /obj/item/device/laser_pointer))
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var/obj/item/device/laser_pointer/L = W
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L.laser_act(src, user)
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else
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..()
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return
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/obj/machinery/camera/proc/deactivate(user as mob, var/choice = 1)
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if(choice==1)
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status = !( src.status )
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if (!(src.status))
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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(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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icon_state = "[initial(icon_state)]1"
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else
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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(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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icon_state = initial(icon_state)
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// now disconnect anyone using the camera
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//Apparently, this will disconnect anyone even if the camera was re-activated.
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//I guess that doesn't matter since they can't use it anyway?
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for(var/mob/O in player_list)
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if (O.client && O.client.eye == src)
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O.unset_machine()
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O.reset_view(null)
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O << "The screen bursts into static."
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/obj/machinery/camera/proc/triggerCameraAlarm()
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alarm_on = 1
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for(var/mob/living/silicon/S in mob_list)
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S.triggerAlarm("Camera", get_area(src), list(src), src)
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/obj/machinery/camera/proc/cancelCameraAlarm()
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alarm_on = 0
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for(var/mob/living/silicon/S in mob_list)
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S.cancelAlarm("Camera", get_area(src), src)
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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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src.dir = SOUTH
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if(SOUTH)
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src.dir = NORTH
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if(WEST)
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src.dir = EAST
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if(EAST)
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src.dir = 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(var/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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break
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return null
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/proc/near_range_camera(var/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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break
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return null
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/obj/machinery/camera/proc/weld(var/obj/item/weapon/weldingtool/WT, var/mob/user)
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if(busy)
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return 0
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if(!WT.isOn())
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return 0
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// Do after stuff here
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user << "<span class='notice'>You start to weld [src].</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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WT.eyecheck(user)
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busy = 1
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if(do_after(user, 100))
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busy = 0
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if(!WT.isOn())
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return 0
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return 1
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busy = 0
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return 0
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