mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 21:21:59 +00:00
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
122 lines
3.5 KiB
Plaintext
122 lines
3.5 KiB
Plaintext
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/obj/structure/fusionreactor
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name = "syndicate fusion reactor"
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desc = ""
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icon = 'icons/obj/device.dmi'
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icon_state = "powersink1"
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anchored = TRUE
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max_integrity = 50
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var/area/syndicate_depot/core/depotarea
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var/has_overloaded = FALSE
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/obj/structure/fusionreactor/Initialize(mapload)
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. = ..()
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depotarea = get_area(src)
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if(istype(depotarea))
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depotarea.reactor = src
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for(var/obj/machinery/porta_turret/syndicate/T in range(50, loc))
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if(!istype(T.depotarea))
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T.depotarea = depotarea
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else
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log_debug("[src] at [x],[y],[z] failed depotarea istype check during Initialize()! Either it was spawned outside the depot area (bad idea), or a bug is happening.")
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/obj/structure/fusionreactor/Destroy()
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if(istype(depotarea))
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if(!has_overloaded)
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overload(TRUE, TRUE)
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depotarea.reactor = null
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return ..()
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/obj/structure/fusionreactor/ex_act(severity)
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if(severity < 3)
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obj_integrity = 0
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healthcheck()
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/obj/structure/fusionreactor/proc/healthcheck()
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if(obj_integrity <= 0 && istype(depotarea))
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overload(TRUE)
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/obj/structure/fusionreactor/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='danger'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
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if(prob(50))
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empulse(src, 4, 10)
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else
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radiation_pulse(get_turf(src), 500, 2)
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/obj/structure/fusionreactor/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>[src] is too well secured to the floor.</span>")
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/obj/structure/fusionreactor/proc/overload(containment_failure = FALSE, skip_qdel = FALSE)
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if(has_overloaded)
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return
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has_overloaded = TRUE
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if(istype(depotarea) && !depotarea.used_self_destruct)
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depotarea.activate_self_destruct("Fusion reactor cracked open. Core loose!", TRUE)
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var/obj/effect/overload/O = new /obj/effect/overload(get_turf(src))
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if(containment_failure)
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playsound(loc, 'sound/machines/alarm.ogg', 100, 0, 0)
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O.deliberate = TRUE
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O.max_cycles = 6
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if(!skip_qdel)
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qdel(src)
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/obj/effect/overload
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icon = 'icons/obj/tesla_engine/energy_ball.dmi'
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icon_state = "energy_ball"
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pixel_x = -32
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pixel_y = -32
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anchored = TRUE
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var/cycles = 0
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var/beepsound = 'sound/items/timer.ogg'
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var/deliberate = FALSE
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var/max_cycles = 10
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var/area/syndicate_depot/core/depotarea
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/obj/effect/overload/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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depotarea = get_area(src)
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if(istype(depotarea))
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if(!depotarea.used_self_destruct)
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depotarea.used_self_destruct = TRUE // Silences all further alerts from this point onwards.
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depotarea.update_state()
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depotarea.shields_down()
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else
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log_debug("[src] at [x],[y],[z] failed depotarea istype check during Initialize()! Either it was spawned outside the depot area (bad idea), or a bug is happening.")
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/obj/effect/overload/process()
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var/turf/T = get_turf(src)
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if(cycles < max_cycles)
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if(!deliberate)
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playsound(loc, beepsound, 50, 0)
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cycles++
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return
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if(!istype(depotarea))
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depotarea = get_area(src)
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if(istype(depotarea))
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depotarea.destroyed = TRUE
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depotarea.update_state()
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for(var/obj/structure/closet/L in range(30, T))
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for(var/obj/O in L)
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qdel(O)
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L.open()
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for(var/mob/living/M in range(30, T))
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M.gib()
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for(var/obj/mecha/E in range(30, T))
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E.take_damage(E.max_integrity)
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explosion(get_turf(src), 25, 35, 45, 55, 1, 1, 60, 0, 0)
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STOP_PROCESSING(SSobj, src)
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qdel(src)
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/obj/effect/overload/ex_act(severity)
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return
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