mirror of
https://github.com/ParadiseSS13/Paradise.git
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* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
171 lines
7.0 KiB
Plaintext
171 lines
7.0 KiB
Plaintext
/**********************Resonator**********************/
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/obj/item/resonator
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name = "resonator"
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icon = 'icons/obj/mining_tool.dmi'
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icon_state = "resonator"
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item_state = "resonator"
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origin_tech = "magnets=3;engineering=3"
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desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vaccuum."
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w_class = WEIGHT_CLASS_NORMAL
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force = 15
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throwforce = 10
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/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
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var/mode = RESONATOR_MODE_AUTO
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/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
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var/quick_burst_mod = 0.8
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/// the number of fields the resonator is allowed to have at once
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var/fieldlimit = 4
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/// the list of currently active fields from this resonator
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var/list/fields = list()
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/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
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var/adding_failure = 50
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/obj/item/resonator/attack_self__legacy__attackchain(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, "<span class='notice'>You set the [name]'s fields to detonate only after you hit it with [src].</span>")
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mode = RESONATOR_MODE_MANUAL
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else
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate after 2 seconds.</span>")
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mode = RESONATOR_MODE_AUTO
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/obj/item/resonator/upgraded
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name = "upgraded resonator"
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desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone (or something) walks over it."
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icon_state = "resonator_u"
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origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
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fieldlimit = 6
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quick_burst_mod = 1
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/obj/item/resonator/upgraded/attack_self__legacy__attackchain(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate only after being attacked by [src].</span>")
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mode = RESONATOR_MODE_MANUAL
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else if(mode == RESONATOR_MODE_MANUAL)
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to_chat(user, "<span class='notice'>You set [src]'s fields to work as matrix traps.</span>")
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mode = RESONATOR_MODE_MATRIX
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else
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to_chat(user, "<span class='notice'>You set [src]'s fields to detonate automatically after 2 seconds.</span>")
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mode = RESONATOR_MODE_AUTO
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/obj/item/resonator/proc/create_resonance(target, mob/user)
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var/turf/target_turf = get_turf(target)
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var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
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if(resonance_field)
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resonance_field.damage_multiplier = quick_burst_mod
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resonance_field.burst()
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return
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if(LAZYLEN(fields) < fieldlimit)
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new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
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user.changeNext_move(CLICK_CD_MELEE)
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/obj/item/resonator/pre_attack(atom/target, mob/user, params)
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if(check_allowed_items(target, not_inside = TRUE))
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create_resonance(target, user)
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return ..()
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//resonance field, crushes rock, damages mobs
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/obj/effect/temp_visual/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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duration = 60 SECONDS
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/// the amount of damage living beings will take whilst inside the field during its burst
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var/resonance_damage = 20
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/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
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var/damage_multiplier = 1
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/// the parent creator (user) of this field
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var/mob/creator
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/// the parent resonator of this field
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var/obj/item/resonator/parent_resonator
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/// whether the field is rupturing currently or not (to prevent recursion)
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var/rupturing = FALSE
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/// the probability that the field will not be able to spread
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var/failure_prob = 0
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/// the number that is added to the failure_prob. Will default to 50
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var/adding_failure
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/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
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if(mode == RESONATOR_MODE_AUTO)
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duration = 2 SECONDS
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if(mode == RESONATOR_MODE_MATRIX)
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icon_state = "shield2"
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name = "resonance matrix"
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RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(burst),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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. = ..()
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creator = set_creator
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parent_resonator = set_resonator
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if(parent_resonator)
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parent_resonator.fields += src
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adding_failure = set_failure
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playsound(src, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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if(mode == RESONATOR_MODE_AUTO)
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transform = matrix() * 0.75
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animate(src, transform = matrix() * 1.5, time = duration)
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deltimer(timerid)
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timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
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/obj/effect/temp_visual/resonance/Destroy()
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if(parent_resonator)
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parent_resonator.fields -= src
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parent_resonator = null
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creator = null
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. = ..()
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/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
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if(!proj_turf)
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proj_turf = get_turf(src)
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resonance_damage = initial(resonance_damage)
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if(lavaland_equipment_pressure_check(proj_turf))
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name = "strong [initial(name)]"
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resonance_damage *= 3
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else
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name = initial(name)
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resonance_damage *= damage_multiplier
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/obj/effect/temp_visual/resonance/proc/burst()
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SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
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if(rupturing)
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return
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rupturing = TRUE
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var/turf/src_turf = get_turf(src)
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new /obj/effect/temp_visual/resonance_crush(src_turf)
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if(ismineralturf(src_turf))
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var/turf/simulated/mineral/mineral_turf = src_turf
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mineral_turf.gets_drilled(creator)
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check_pressure(src_turf)
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playsound(src_turf, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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for(var/mob/living/attacked_living in src_turf)
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if(creator)
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log_attack(creator, attacked_living, "used a resonator field on", "resonator")
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to_chat(attacked_living, "<span class='danger'>[src] ruptured with you in it!</span>")
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attacked_living.apply_damage(resonance_damage, BRUTE)
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for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
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if(field.rupturing)
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continue
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if(parent_resonator.mode == RESONATOR_MODE_AUTO || parent_resonator.mode == RESONATOR_MODE_MANUAL)
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field.burst()
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if(!prob(failure_prob) && parent_resonator)
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for(var/turf/simulated/mineral/mineral_spread in orange(1, src))
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if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
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continue
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var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
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new_field.failure_prob = failure_prob + adding_failure
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qdel(src)
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/obj/effect/temp_visual/resonance_crush
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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duration = 4
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/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
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. = ..()
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transform = matrix() * 1.5
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animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
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