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Conflicts: baystation12.dme code/__HELPERS/mobs.dm code/defines/obj/weapon.dm code/game/machinery/alarm.dm code/game/machinery/doors/airlock.dm code/game/machinery/machinery.dm code/game/machinery/vending.dm code/game/objects/items/devices/paicard.dm code/game/objects/items/weapons/explosives.dm code/global.dm code/modules/assembly/signaler.dm code/modules/mob/living/silicon/mommi/life.dm code/modules/mob/living/silicon/mommi/mommi.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/living/silicon/robot/wires.dm
78 lines
3.1 KiB
Plaintext
78 lines
3.1 KiB
Plaintext
/datum/wires/syndicatebomb
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random = 1
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holder_type = /obj/machinery/syndicatebomb
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wire_count = 5
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var/const/WIRE_BOOM = 1 // Explodes if pulsed or cut while active, defuses a bomb that isn't active on cut
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var/const/WIRE_UNBOLT = 2 // Unbolts the bomb if cut, hint on pulsed
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var/const/WIRE_DELAY = 4 // Raises the timer on pulse, does nothing on cut
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var/const/WIRE_PROCEED = 8 // Lowers the timer, explodes if cut while the bomb is active
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var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if pulsed while already active, will stop a timer a bomb on cut
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/datum/wires/syndicatebomb/UpdatePulsed(var/index)
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var/obj/machinery/syndicatebomb/P = holder
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if(P.degutted)
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return
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switch(index)
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if(WIRE_BOOM)
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if (P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.timer = 0
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if(WIRE_UNBOLT)
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P.loc.visible_message("\blue \icon[holder] The bolts spin in place for a moment.")
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if(WIRE_DELAY)
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playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
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P.loc.visible_message("\blue \icon[holder] The bomb chirps.")
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P.timer += 10
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if(WIRE_PROCEED)
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playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
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P.loc.visible_message("\red \icon[holder] The bomb buzzes ominously!")
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if (P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
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P.timer = 60
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if (P.timer >= 21)
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P.timer -= 10
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else if (P.timer >= 11) //both to prevent negative timers and to have a little mercy
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P.timer = 10
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if(WIRE_ACTIVATE)
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if(!P.active && !P.defused)
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playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
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P.loc.visible_message("\red \icon[holder] You hear the bomb start ticking!")
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P.active = 1
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if(!P.open_panel) //Needs to exist in case the wire is pulsed with a signaler while the panel is closed
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P.icon_state = "syndicate-bomb-active"
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else
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P.icon_state = "syndicate-bomb-active-wires"
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processing_objects.Add(P)
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else
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P.loc.visible_message("\blue \icon[holder] The bomb seems to hesitate for a moment.")
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P.timer += 5
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/datum/wires/syndicatebomb/UpdateCut(var/index, var/mended)
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var/obj/machinery/syndicatebomb/P = holder
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if(P.degutted)
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return
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switch(index)
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if(WIRE_EXPLODE)
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if(!mended)
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if(P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.timer = 0
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else
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P.defused = 1
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if(mended)
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P.defused = 0 //cutting and mending all the wires of an inactive bomb will thus cure any sabotage
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if(WIRE_UNBOLT)
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if (!mended && P.anchored)
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playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
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P.loc.visible_message("\blue \icon[holder] The bolts lift out of the ground!")
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P.anchored = 0
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if(WIRE_PROCEED)
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if(!mended && P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.timer = 0
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if(WIRE_ACTIVATE)
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if (!mended && P.active)
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P.loc.visible_message("\blue \icon[holder] The timer stops! The bomb has been defused!")
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P.icon_state = "syndicate-bomb-inactive-wires" //no cutting possible with the panel closed
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P.active = 0
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P.defused = 1 |