mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 05:57:24 +01:00
563 lines
15 KiB
Plaintext
563 lines
15 KiB
Plaintext
/area
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var/fire = null
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var/area_emergency_mode = FALSE // When true, fire alarms cannot unset emergency lighting. Not to be confused with emergency_mode var on light objects.
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var/atmosalm = ATMOS_ALARM_NONE
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var/poweralm = TRUE
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var/report_alerts = TRUE // Should atmos alerts notify the AI/computers
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level = null
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name = "Space"
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icon = 'icons/turf/areas.dmi'
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icon_state = "unknown"
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layer = AREA_LAYER
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plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
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luminosity = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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invisibility = INVISIBILITY_LIGHTING
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var/valid_territory = TRUE //used for cult summoning areas on station zlevel
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var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
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var/lightswitch = TRUE
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var/debug = FALSE
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var/requires_power = TRUE
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var/always_unpowered = FALSE //this gets overriden to 1 for space in area/New()
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var/power_equip = TRUE
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var/power_light = TRUE
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var/power_environ = TRUE
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var/used_equip = FALSE
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var/used_light = FALSE
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var/used_environ = FALSE
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var/static_equip
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var/static_light = FALSE
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var/static_environ
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var/has_gravity = TRUE
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var/list/apc = list()
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var/no_air = null
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var/air_doors_activated = FALSE
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var/tele_proof = FALSE
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var/no_teleportlocs = FALSE
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var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
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var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
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var/nad_allowed = FALSE //is the station NAD allowed on this area?
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// This var is used with the maploader (modules/awaymissions/maploader/reader.dm)
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// if this is 1, when used in a map snippet, this will instantiate a unique
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// area from any other instances already present (meaning you can have
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// separate APCs, and so on)
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var/there_can_be_many = FALSE
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var/global/global_uid = 0
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var/uid
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var/list/ambientsounds = GENERIC_SOUNDS
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var/list/firedoors
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var/list/cameras
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var/list/firealarms
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var/firedoors_last_closed_on = 0
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var/fast_despawn = FALSE
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var/can_get_auto_cryod = TRUE
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var/hide_attacklogs = FALSE // For areas such as thunderdome, lavaland syndiebase, etc which generate a lot of spammy attacklogs. Reduces log priority.
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var/parallax_movedir = 0
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var/moving = FALSE
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/// "Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.
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var/is_haunted = FALSE
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///Used to decide what kind of reverb the area makes sound have
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var/sound_environment = SOUND_ENVIRONMENT_NONE
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///Used to decide what the minimum time between ambience is
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var/min_ambience_cooldown = 30 SECONDS
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///Used to decide what the maximum time between ambience is
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var/max_ambience_cooldown = 90 SECONDS
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var/area/area_limited_icon_smoothing
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/area/New(loc, ...)
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if(!there_can_be_many) // Has to be done in New else the maploader will fuck up and find subtypes for the parent
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GLOB.all_unique_areas[type] = src
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..()
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/area/Initialize(mapload)
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GLOB.all_areas += src
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icon_state = ""
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layer = AREA_LAYER
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uid = ++global_uid
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map_name = name // Save the initial (the name set in the map) name of the area.
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if(requires_power)
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luminosity = 0
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else
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power_light = TRUE
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power_equip = TRUE
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power_environ = TRUE
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if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED)
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dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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luminosity = 0
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else if(dynamic_lighting != DYNAMIC_LIGHTING_IFSTARLIGHT)
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
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dynamic_lighting = GLOB.configuration.general.starlight ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED
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. = ..()
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blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
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if(!IS_DYNAMIC_LIGHTING(src))
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add_overlay(/obj/effect/fullbright)
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reg_in_areas_in_z()
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return INITIALIZE_HINT_LATELOAD
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/area/LateInitialize()
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. = ..()
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power_change() // all machines set to current power level, also updates lighting icon
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/area/proc/reg_in_areas_in_z()
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if(contents.len)
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var/list/areas_in_z = GLOB.space_manager.areas_in_z
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var/z
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for(var/i in 1 to contents.len)
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var/atom/thing = contents[i]
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if(!thing)
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continue
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z = thing.z
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break
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if(!z)
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WARNING("No z found for [src]")
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return
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if(!areas_in_z["[z]"])
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areas_in_z["[z]"] = list()
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areas_in_z["[z]"] += src
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/area/proc/get_cameras()
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var/list/cameras = list()
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for(var/obj/machinery/camera/C in src)
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cameras += C
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return cameras
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/area/proc/air_doors_close()
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if(!air_doors_activated)
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air_doors_activated = TRUE
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for(var/obj/machinery/door/firedoor/D in src)
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if(!D.welded)
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D.activate_alarm()
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if(D.operating)
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D.nextstate = FD_CLOSED
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else if(!D.density)
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spawn(0)
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D.close()
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/area/proc/air_doors_open()
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if(air_doors_activated)
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air_doors_activated = FALSE
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for(var/obj/machinery/door/firedoor/D in src)
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if(!D.welded)
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D.deactivate_alarm()
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if(D.operating)
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D.nextstate = OPEN
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else if(D.density)
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spawn(0)
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D.open()
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/area/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/**
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* Generate a power alert for this area
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*
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* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
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*/
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/area/proc/poweralert(state, obj/source)
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if(state != poweralm)
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poweralm = state
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if(istype(source)) //Only report power alarms on the z-level where the source is located.
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for(var/thing in cameras)
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var/obj/machinery/camera/C = locateUID(thing)
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if(!QDELETED(C) && is_station_level(C.z))
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if(state)
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C.network -= "Power Alarms"
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else
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C.network |= "Power Alarms"
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if(state)
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SSalarm.cancelAlarm("Power", src, source)
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else
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SSalarm.triggerAlarm("Power", src, cameras, source)
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/**
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* Generate an atmospheric alert for this area
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*
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* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
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*/
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/area/proc/atmosalert(danger_level, obj/source)
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if(danger_level != atmosalm)
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if(danger_level == ATMOS_ALARM_DANGER)
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for(var/thing in cameras)
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var/obj/machinery/camera/C = locateUID(thing)
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if(!QDELETED(C) && is_station_level(C.z))
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C.network |= "Atmosphere Alarms"
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SSalarm.triggerAlarm("Atmosphere", src, cameras, source)
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else if(atmosalm == ATMOS_ALARM_DANGER)
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for(var/thing in cameras)
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var/obj/machinery/camera/C = locateUID(thing)
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if(!QDELETED(C) && is_station_level(C.z))
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C.network -= "Atmosphere Alarms"
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SSalarm.cancelAlarm("Atmosphere", src, source)
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atmosalm = danger_level
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return TRUE
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return FALSE
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/**
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* Try to close all the firedoors in the area
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*/
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/area/proc/ModifyFiredoors(opening)
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if(firedoors)
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firedoors_last_closed_on = world.time
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for(var/FD in firedoors)
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var/obj/machinery/door/firedoor/D = FD
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var/cont = !D.welded
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if(cont && opening) //don't open if adjacent area is on fire
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for(var/I in D.affecting_areas)
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var/area/A = I
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if(A.fire)
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cont = FALSE
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break
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if(cont && D.is_operational())
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if(D.operating)
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D.nextstate = opening ? FD_OPEN : FD_CLOSED
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else if(!(D.density ^ opening))
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INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/open : /obj/machinery/door/firedoor.proc/close))
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INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/deactivate_alarm : /obj/machinery/door/firedoor.proc/activate_alarm))
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/**
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* Generate a firealarm alert for this area
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*
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* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
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*
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* Also starts the area processing on SSobj
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*/
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/area/proc/firealert(obj/source)
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if(always_unpowered) //no fire alarms in space/asteroid
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return
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if(!fire)
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set_fire_alarm_effect()
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ModifyFiredoors(FALSE)
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for(var/item in firealarms)
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var/obj/machinery/firealarm/F = item
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F.update_icon()
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for(var/thing in cameras)
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var/obj/machinery/camera/C = locateUID(thing)
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if(!QDELETED(C) && is_station_level(C.z))
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C.network |= "Fire Alarms"
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SSalarm.triggerAlarm("Fire", src, cameras, source)
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START_PROCESSING(SSobj, src)
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/**
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* Reset the firealarm alert for this area
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*
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* resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs
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* in the world
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*
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* Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ
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*/
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/area/proc/firereset(obj/source)
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if(fire)
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unset_fire_alarm_effects()
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ModifyFiredoors(TRUE)
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for(var/item in firealarms)
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var/obj/machinery/firealarm/F = item
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F.update_icon()
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for(var/thing in cameras)
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var/obj/machinery/camera/C = locateUID(thing)
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if(!QDELETED(C) && is_station_level(C.z))
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C.network -= "Fire Alarms"
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SSalarm.cancelAlarm("Fire", src, source)
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STOP_PROCESSING(SSobj, src)
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/**
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* If 100 ticks has elapsed, toggle all the firedoors closed again
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*/
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/area/process()
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if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds
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ModifyFiredoors(FALSE)
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/**
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* Close and lock a door passed into this proc
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*
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* Does this need to exist on area? probably not
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*/
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/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
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set waitfor = FALSE
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DOOR.close()
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if(DOOR.density)
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DOOR.lock()
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/**
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* Raise a burglar alert for this area
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*
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* Close and locks all doors in the area and alerts silicon mobs of a break in
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*
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* Alarm auto resets after 600 ticks
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*/
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/area/proc/burglaralert(obj/trigger)
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if(always_unpowered) //no burglar alarms in space/asteroid
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return
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//Trigger alarm effect
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set_fire_alarm_effect()
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//Lockdown airlocks
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for(var/obj/machinery/door/DOOR in src)
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close_and_lock_door(DOOR)
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if(SSalarm.triggerAlarm("Burglar", src, cameras, trigger))
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//Cancel silicon alert after 1 minute
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addtimer(CALLBACK(SSalarm, /datum/controller/subsystem/alarm.proc/cancelAlarm, "Burglar", src, trigger), 600)
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/**
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* Trigger the fire alarm visual affects in an area
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*
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* Updates the fire light on fire alarms in the area and sets all lights to emergency mode
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*/
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/area/proc/set_fire_alarm_effect()
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fire = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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for(var/alarm in firealarms)
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var/obj/machinery/firealarm/F = alarm
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F.update_fire_light(fire)
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if(area_emergency_mode) //Fires are not legally allowed if the power is off
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return
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for(var/obj/machinery/light/L in src)
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L.fire_mode = TRUE
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L.update(TRUE, TRUE, FALSE)
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///unset the fire alarm visual affects in an area
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/area/proc/unset_fire_alarm_effects()
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fire = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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for(var/alarm in firealarms)
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var/obj/machinery/firealarm/F = alarm
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F.update_fire_light(fire)
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if(area_emergency_mode) //The lights stay red until the crisis is resolved
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return
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for(var/obj/machinery/light/L in src)
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L.fire_mode = FALSE
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L.update(TRUE, TRUE, FALSE)
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/area/proc/updateicon()
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var/weather_icon
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for(var/V in SSweather.processing)
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var/datum/weather/W = V
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if(W.stage != END_STAGE && (src in W.impacted_areas))
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W.update_areas()
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weather_icon = TRUE
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if(!weather_icon)
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icon_state = null
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/area/space/updateicon()
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icon_state = null
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/*
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#define EQUIP 1
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#define LIGHT 2
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#define ENVIRON 3
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*/
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/area/proc/powered(chan) // return true if the area has power to given channel
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if(!requires_power)
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return 1
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if(always_unpowered)
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return 0
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switch(chan)
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if(EQUIP)
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return power_equip
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if(LIGHT)
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return power_light
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if(ENVIRON)
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return power_environ
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return 0
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/area/space/powered(chan) //Nope.avi
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return 0
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/**
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* Called when the area power status changes
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*
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* Updates the area icon, calls power change on all machines in the area, and sends the `COMSIG_AREA_POWER_CHANGE` signal.
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*/
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/area/proc/power_change()
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for(var/obj/machinery/M in src) // for each machine in the area
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M.power_change() // reverify power status (to update icons etc.)
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SEND_SIGNAL(src, COMSIG_AREA_POWER_CHANGE)
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updateicon()
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/area/proc/usage(chan)
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var/used = 0
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switch(chan)
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if(LIGHT)
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used += used_light
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if(EQUIP)
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used += used_equip
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if(ENVIRON)
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used += used_environ
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if(TOTAL)
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used += used_light + used_equip + used_environ
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if(STATIC_EQUIP)
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used += static_equip
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if(STATIC_LIGHT)
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used += static_light
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if(STATIC_ENVIRON)
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used += static_environ
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return used
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/area/proc/addStaticPower(value, powerchannel)
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switch(powerchannel)
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if(STATIC_EQUIP)
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static_equip += value
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if(STATIC_LIGHT)
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static_light += value
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if(STATIC_ENVIRON)
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static_environ += value
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/area/proc/clear_usage()
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used_equip = 0
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used_light = 0
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used_environ = 0
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/area/proc/use_power(amount, chan)
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switch(chan)
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if(EQUIP)
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used_equip += amount
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if(LIGHT)
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used_light += amount
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if(ENVIRON)
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used_environ += amount
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/area/proc/use_battery_power(amount, chan)
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switch(chan)
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if(EQUIP)
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used_equip += amount
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if(LIGHT)
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used_light += amount
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if(ENVIRON)
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used_environ += amount
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/area/Entered(A)
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var/area/newarea
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var/area/oldarea
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if(istype(A,/mob))
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var/mob/M=A
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if(!M.lastarea)
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M.lastarea = get_area(M)
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newarea = get_area(M)
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oldarea = M.lastarea
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if(newarea==oldarea) return
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M.lastarea = src
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if(!istype(A,/mob/living)) return
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var/mob/living/L = A
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if(!L.ckey) return
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if((oldarea.has_gravity == 0) && (newarea.has_gravity == 1) && (L.m_intent == MOVE_INTENT_RUN)) // Being ready when you change areas gives you a chance to avoid falling all together.
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thunk(L)
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//Ship ambience just loops if turned on.
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if(L && L.client && !L.client.ambience_playing && (L.client.prefs.sound & SOUND_BUZZ))
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L.client.ambience_playing = TRUE
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SEND_SOUND(L, sound('sound/ambience/shipambience.ogg', repeat = TRUE, wait = FALSE, volume = 35 * L.client.prefs.get_channel_volume(CHANNEL_BUZZ), channel = CHANNEL_BUZZ))
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else if(L && L.client && !(L.client.prefs.sound & SOUND_BUZZ))
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L.client.ambience_playing = FALSE
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/area/proc/gravitychange(gravitystate = 0, area/A)
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A.has_gravity = gravitystate
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|
|
if(gravitystate)
|
|
for(var/mob/living/carbon/human/M in A)
|
|
thunk(M)
|
|
|
|
/area/proc/thunk(mob/living/carbon/human/M)
|
|
if(istype(M,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
|
|
if(istype(M.shoes, /obj/item/clothing/shoes/magboots) && (M.shoes.flags & NOSLIP))
|
|
return
|
|
|
|
if(M.dna.species.spec_thunk(M)) //Species level thunk overrides
|
|
return
|
|
|
|
if(M.buckled) //Cam't fall down if you are buckled
|
|
return
|
|
|
|
if(istype(get_turf(M), /turf/space)) // Can't fall onto nothing.
|
|
return
|
|
|
|
if((istype(M,/mob/living/carbon/human/)) && (M.m_intent == MOVE_INTENT_RUN))
|
|
M.Stun(5)
|
|
M.Weaken(5)
|
|
|
|
else if(istype(M,/mob/living/carbon/human/))
|
|
M.Stun(2)
|
|
M.Weaken(2)
|
|
|
|
|
|
to_chat(M, "Gravity!")
|
|
|
|
/proc/has_gravity(atom/AT, turf/T)
|
|
if(!T)
|
|
T = get_turf(AT)
|
|
var/area/A = get_area(T)
|
|
if(istype(T, /turf/space)) // Turf never has gravity
|
|
return 0
|
|
else if(A && A.has_gravity) // Areas which always has gravity
|
|
return 1
|
|
else
|
|
// There's a gravity generator on our z level
|
|
// This would do well when integrated with the z level manager
|
|
if(T && GLOB.gravity_generators["[T.z]"] && length(GLOB.gravity_generators["[T.z]"]))
|
|
return 1
|
|
return 0
|
|
|
|
/area/proc/prison_break()
|
|
for(var/obj/machinery/power/apc/temp_apc in src)
|
|
INVOKE_ASYNC(temp_apc, /obj/machinery/power/apc.proc/overload_lighting, 70)
|
|
for(var/obj/machinery/door/airlock/temp_airlock in src)
|
|
INVOKE_ASYNC(temp_airlock, /obj/machinery/door/airlock.proc/prison_open)
|
|
for(var/obj/machinery/door/window/temp_windoor in src)
|
|
INVOKE_ASYNC(temp_windoor, /obj/machinery/door.proc/open)
|
|
|
|
/area/AllowDrop()
|
|
CRASH("Bad op: area/AllowDrop() called")
|
|
|
|
/area/drop_location()
|
|
CRASH("Bad op: area/drop_location() called")
|