mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-03 22:22:31 +00:00
412 lines
12 KiB
Plaintext
412 lines
12 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 = ACTIVE_POWER_USE
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idle_power_usage = 5
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active_power_usage = 10
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layer = WALL_OBJ_LAYER
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armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0)
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var/datum/wires/camera/wires = null // Wires datum
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max_integrity = 100
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integrity_failure = 50
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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
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anchored = TRUE
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var/start_active = FALSE //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/camera_bug/bug = null
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var/obj/item/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/busy = FALSE
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var/emped = FALSE //Number of consecutive EMP's on this camera
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var/in_use_lights = 0 // TO BE IMPLEMENTED
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var/toggle_sound = 'sound/items/wirecutter.ogg'
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/obj/machinery/camera/New()
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..()
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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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cameranet.cameras += src
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cameranet.addCamera(src)
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/obj/machinery/camera/Initialize()
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..()
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if(is_station_level(z) && prob(3) && !start_active)
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toggle_cam(null, FALSE)
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wires.CutAll()
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/obj/machinery/camera/Destroy()
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toggle_cam(null, FALSE) //kick anyone viewing out
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QDEL_NULL(assembly)
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if(istype(bug))
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bug.bugged_cameras -= 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_NULL(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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cameranet.cameras -= src
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var/area/ai_monitored/A = get_area(src)
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if(istype(A))
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A.motioncamera = null
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area_motion = null
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return ..()
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/obj/machinery/camera/emp_act(severity)
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if(!status)
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return
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if(!isEmpProof())
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if(prob(150/severity))
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update_icon()
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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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emped = emped+1 //Increase the number of consecutive EMP's
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update_icon()
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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(!QDELETED(src))
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triggerCameraAlarm() //camera alarm triggers even if multiple EMPs are in effect.
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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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stat &= ~EMPED
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update_icon()
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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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spawn(100)
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if(!QDELETED(src))
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cancelCameraAlarm()
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for(var/mob/M in GLOB.player_list)
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if(M.client && M.client.eye == src)
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M.unset_machine()
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M.reset_perspective(null)
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to_chat(M, "The screen bursts into static.")
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..()
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/obj/machinery/camera/tesla_act(power)//EMP proof upgrade also makes it tesla immune
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if(isEmpProof())
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return
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..()
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qdel(src)//to prevent bomb testing camera from exploding over and over forever
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/obj/machinery/camera/ex_act(severity)
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if(invuln)
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return
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..()
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/obj/machinery/camera/proc/setViewRange(num = 7)
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view_range = num
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cameranet.updateVisibility(src, 0)
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/obj/machinery/camera/attackby(obj/item/I, mob/living/user, params)
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var/msg = "<span class='notice'>You attach [I] 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(isscrewdriver(I))
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panel_open = !panel_open
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to_chat(user, "<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>")
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playsound(loc, I.usesound, 50, 1)
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else if((iswirecutter(I) || ismultitool(I)) && panel_open)
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wires.Interact(user)
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else if(iswelder(I) && panel_open && wires.CanDeconstruct())
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var/obj/item/weldingtool/WT = I
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if(!WT.remove_fuel(0, user))
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return
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to_chat(user, "<span class='notice'>You start to weld [src]...</span>")
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playsound(loc, WT.usesound, 50, 1)
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if(do_after(user, 100 * WT.toolspeed, target = src))
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user.visible_message("<span class='warning'>[user] unwelds [src], leaving it as just a frame bolted to the wall.</span>",
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"<span class='warning'>You unweld [src], leaving it as just a frame bolted to the wall</span>")
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deconstruct(TRUE)
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else if(istype(I, /obj/item/analyzer) && panel_open) //XRay
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
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return
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if(!isXRay())
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upgradeXRay()
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qdel(I)
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to_chat(user, "[msg]")
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else
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to_chat(user, "[msg2]")
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else if(istype(I, /obj/item/stack/sheet/mineral/plasma) && panel_open)
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
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return
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if(!isEmpProof())
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var/obj/item/stack/sheet/mineral/plasma/P = I
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upgradeEmpProof()
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to_chat(user, "[msg]")
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P.use(1)
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else
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to_chat(user, "[msg2]")
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else if(istype(I, /obj/item/assembly/prox_sensor) && panel_open)
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
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return
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if(!isMotion())
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upgradeMotion()
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to_chat(user, "[msg]")
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qdel(I)
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else
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to_chat(user, "[msg2]")
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// OTHER
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else if((istype(I, /obj/item/paper) || istype(I, /obj/item/pda)) && isliving(user))
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var/mob/living/U = user
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var/obj/item/paper/X = null
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var/obj/item/pda/PDA = null
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var/itemname = ""
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var/info = ""
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if(istype(I, /obj/item/paper))
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X = I
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itemname = X.name
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info = X.info
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else
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PDA = I
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var/datum/data/pda/app/notekeeper/N = PDA.find_program(/datum/data/pda/app/notekeeper)
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if(N)
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itemname = PDA.name
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info = N.notehtml
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to_chat(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 GLOB.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(AI.control_disabled || (AI.stat == DEAD))
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return
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if(U.name == "Unknown")
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to_chat(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
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to_chat(AI, "<b><a href='?src=[AI.UID()];track=[html_encode(U.name)]'>[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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to_chat(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(I, /obj/item/camera_bug))
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if(!can_use())
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to_chat(user, "<span class='notice'>Camera non-functional.</span>")
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return
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if(istype(bug))
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to_chat(user, "<span class='notice'>Camera bug removed.</span>")
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bug.bugged_cameras -= c_tag
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bug = null
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else
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to_chat(user, "<span class='notice'>Camera bugged.</span>")
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bug = I
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bug.bugged_cameras[c_tag] = src
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else if(istype(I, /obj/item/laser_pointer))
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var/obj/item/laser_pointer/L = I
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L.laser_act(src, user)
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else
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return ..()
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/obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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if(damage_flag == "melee" && damage_amount < 12 && !(stat & BROKEN))
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return 0
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. = ..()
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/obj/machinery/camera/obj_break(damage_flag)
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if(status)
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triggerCameraAlarm()
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toggle_cam(null, FALSE)
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wires.CutAll()
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/obj/machinery/camera/deconstruct(disassembled = TRUE)
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if(disassembled)
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if(!assembly)
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assembly = new()
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assembly.forceMove(loc)
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assembly.state = 1
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assembly.setDir(dir)
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assembly.update_icon()
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assembly = null
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else
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new /obj/item/camera_assembly(loc)
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new /obj/item/stack/cable_coil(loc, 2)
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qdel(src)
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/obj/machinery/camera/update_icon()
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if(!status)
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icon_state = "[initial(icon_state)]1"
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else if(stat & EMPED)
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icon_state = "[initial(icon_state)]emp"
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else
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icon_state = "[initial(icon_state)]"
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/obj/machinery/camera/proc/toggle_cam(mob/user, displaymessage = TRUE)
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status = !status
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if(can_use())
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cameranet.addCamera(src)
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else
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set_light(0)
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cameranet.removeCamera(src)
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cameranet.updateChunk(x, y, z)
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var/change_msg = "deactivates"
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if(status)
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change_msg = "reactivates"
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triggerCameraAlarm()
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spawn(100)
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if(!QDELETED(src))
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cancelCameraAlarm()
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if(displaymessage)
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if(user)
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visible_message("<span class='danger'>[user] [change_msg] [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] [change_msg]!</span>")
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playsound(loc, toggle_sound, 100, 1)
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update_icon()
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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 GLOB.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_perspective(null)
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to_chat(O, "The screen bursts into static.")
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/obj/machinery/camera/proc/triggerCameraAlarm()
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if(is_station_contact(z))
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SSalarms.camera_alarm.triggerAlarm(loc, src)
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/obj/machinery/camera/proc/cancelCameraAlarm()
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if(is_station_contact(z))
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SSalarms.camera_alarm.clearAlarm(loc, 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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setDir(SOUTH)
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if(SOUTH)
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setDir(NORTH)
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if(WEST)
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setDir(EAST)
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if(EAST)
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setDir(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(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(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/Togglelight(on = FALSE)
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for(var/mob/living/silicon/ai/A in ai_list)
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for(var/obj/machinery/camera/cam in A.lit_cameras)
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if(cam == src)
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return
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if(on)
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set_light(AI_CAMERA_LUMINOSITY)
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else
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set_light(0)
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/obj/machinery/camera/proc/nano_structure()
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var/cam[0]
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var/turf/T = get_turf(src)
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cam["name"] = sanitize(c_tag)
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cam["deact"] = !can_use()
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cam["camera"] = "\ref[src]"
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if(T)
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cam["x"] = T.x
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cam["y"] = T.y
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cam["z"] = T.z
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else
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cam["x"] = 0
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cam["y"] = 0
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cam["z"] = 0
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return cam
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/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
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if(view_range == short_range) //unfocused
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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/obj/machinery/camera/update_remote_sight(mob/living/user)
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if(isXRay())
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user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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user.see_in_dark = max(user.see_in_dark, 8)
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user.lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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else
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user.sight = initial(user.sight)
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user.see_in_dark = initial(user.see_in_dark)
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user.lighting_alpha = initial(user.lighting_alpha)
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..()
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return TRUE
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/obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets.
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var/turf/prev_turf
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/obj/machinery/camera/portable/New()
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..()
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assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
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assembly.anchored = 0
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assembly.update_icon()
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/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
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if(cameranet && get_turf(src) != prev_turf)
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cameranet.updatePortableCamera(src)
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prev_turf = get_turf(src)
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