Files
Paradise/code/game/objects/effects/overload.dm
Kyep 8affa05a35 progress
fixed: syndibot not exploding when killed
fixed: comms computer unusable by borgs
fixed: self destruct was taking too long
fixed: impossible to destroy fusion reactor
fixed: borgs could not use comms console
fixed: overload was not anchored
fixed: overload not dangerous to be near
fixed: syndibot was getting stuck on space tiles
fixed: syndibot was getting pushed by atmos
fixed: bathroom mirrors were not anchored
fixed: bug in code/game/turfs/simulated/floor/mineral.dm which was
applying abductor random tile appearance to all floor/mineral subtypes
instead of just the abductor subtype
fixed: syndibot navbeacons could be seen and interacted with
add: fusion core now supports wrenches/screwdrivers
add: fusion core is now destructible - destroying the reactor makes it
overload
add: random pillbox of drugs can now drop in medbay
add: random bar of a mineral can now drop in eastern office
add: random borg upgrade/cell can now drop in room south of armory
add: syndie shoes are now a possible loot item
add: minerals (one bar, random mineral) are now a possible loot item
remove: level 2 alert no longer locks doors
remove: removed syndi jammer - zlevel 6 doesn't even have telecomms -
its pointless
2018-01-05 03:20:48 -08:00

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/obj/structure/fusionreactor
name = "syndicate fusion reactor"
desc = ""
icon = 'icons/obj/singularity.dmi'
icon_state = "beaconsynd1"
//icon = 'icons/obj/device.dmi'
//icon_state = "powersink1"
anchored = 1
var/health = 30
var/area/syndicate_depot/depotarea
/obj/structure/fusionreactor/New()
..()
depotarea = areaMaster
if(depotarea)
depotarea.reactor = src
/obj/structure/fusionreactor/ex_act(severity)
health -= 10 * severity
healthcheck()
/obj/structure/fusionreactor/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
/obj/structure/fusionreactor/proc/healthcheck()
if(health <= 0)
overload(FALSE)
/obj/structure/fusionreactor/attackby(obj/item/I, mob/user, params)
if(iswrench(I))
playsound(loc, I.usesound, 50, 1)
to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
else if(isscrewdriver(I))
to_chat(user, "<span class='notice'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
if(prob(50))
empulse(src, 4, 10)
else
for(var/mob/living/M in range(10, loc))
M.apply_effect(rand(5, 25), IRRADIATE)
else
return ..(I, user, params)
/obj/structure/fusionreactor/proc/overload(var/deliberate)
var/obj/effect/overload/O = new /obj/effect/overload(get_turf(src))
if(deliberate)
O.deliberate = TRUE
O.max_cycles = 7
qdel(src)
/obj/effect/overload
icon = 'icons/obj/tesla_engine/energy_ball.dmi'
icon_state = "energy_ball"
pixel_x = -32
pixel_y = -32
anchored = 1
var/cycles = 0
var/beepsound = 'sound/items/timer.ogg'
var/deliberate = FALSE
var/max_cycles = 15
/obj/effect/overload/New()
..()
processing_objects.Add(src)
/obj/effect/overload/process()
if(cycles < max_cycles)
if(!deliberate)
playsound(loc, beepsound, 50, 0)
cycles++
var/fire_range = cycles
if(fire_range > 3)
fire_range = 5
var/turf/T = get_turf(src)
for(var/turf/simulated/turf in range(fire_range, T))
new /obj/effect/hotspot(turf)
return
if(areaMaster.fire)
areaMaster.fire_reset()
explosion(get_turf(src), 20, 30, 40, 50, 1, 1, 40, 0, 1)
processing_objects.Remove(src)
qdel(src)