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https://github.com/PolarisSS13/Polaris.git
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- Added a sprite "7" to the sd lighting file as it was used, even if it didn't exist.
- Piped 3.0.0 a bit. - Standardized code/modules/power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4242 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -13,99 +13,99 @@
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var/obj/machinery/field_generator/FG2 = null
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var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
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New()
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spawn(1)
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src.sd_SetLuminosity(5)
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/obj/machinery/containment_field/New()
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spawn(1)
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src.sd_SetLuminosity(5)
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Del()
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if(FG1 && !FG1.clean_up)
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FG1.cleanup()
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if(FG2 && !FG2.clean_up)
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FG2.cleanup()
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..()
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/obj/machinery/containment_field/Del()
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if(FG1 && !FG1.clean_up)
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FG1.cleanup()
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if(FG2 && !FG2.clean_up)
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FG2.cleanup()
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..()
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attack_hand(mob/user as mob)
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if(get_dist(src, user) > 1)
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return 0
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else
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shock(user)
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return 1
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blob_act()
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/obj/machinery/containment_field/attack_hand(mob/user as mob)
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if(get_dist(src, user) > 1)
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return 0
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else
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shock(user)
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return 1
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ex_act(severity)
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/obj/machinery/containment_field/blob_act()
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return 0
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/obj/machinery/containment_field/ex_act(severity)
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return 0
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/obj/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
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if(istype(AM,/mob/living/silicon) && prob(40))
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shock(AM)
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return 1
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if(istype(AM,/mob/living/carbon) && prob(50))
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shock(AM)
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return 1
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return 0
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/obj/machinery/containment_field/proc/shock(mob/living/user as mob)
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if(hasShocked)
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return 0
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HasProximity(atom/movable/AM as mob|obj)
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if(istype(AM,/mob/living/silicon) && prob(40))
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shock(AM)
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return 1
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if(istype(AM,/mob/living/carbon) && prob(50))
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shock(AM)
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return 1
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if(!FG1 || !FG2)
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del(src)
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return 0
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if(iscarbon(user))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, user.loc)
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s.start()
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hasShocked = 1
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var/shock_damage = min(rand(30,40),rand(30,40))
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user.burn_skin(shock_damage)
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user.updatehealth()
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user.visible_message("\red [user.name] was shocked by the [src.name]!", \
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"\red <B>You feel a powerful shock course through your body sending you flying!</B>", \
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"\red You hear a heavy electrical crack")
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proc
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shock(mob/living/user as mob)
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if(hasShocked)
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return 0
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if(!FG1 || !FG2)
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del(src)
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return 0
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if(iscarbon(user))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, user.loc)
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s.start()
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var/stun = min(shock_damage, 15)
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user.Stun(stun)
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user.Weaken(10)
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hasShocked = 1
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var/shock_damage = min(rand(30,40),rand(30,40))
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user.burn_skin(shock_damage)
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user.updatehealth()
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user.visible_message("\red [user.name] was shocked by the [src.name]!", \
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"\red <B>You feel a powerful shock course through your body sending you flying!</B>", \
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"\red You hear a heavy electrical crack")
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user.updatehealth()
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var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
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user.throw_at(target, 200, 4)
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var/stun = min(shock_damage, 15)
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user.Stun(stun)
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user.Weaken(10)
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sleep(20)
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hasShocked = 0
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return
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user.updatehealth()
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var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
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user.throw_at(target, 200, 4)
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else if(issilicon(user))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, user.loc)
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s.start()
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sleep(20)
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hasShocked = 0
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return
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hasShocked = 1
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var/shock_damage = rand(15,30)
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user.take_overall_damage(0,shock_damage)
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user.visible_message("\red [user.name] was shocked by the [src.name]!", \
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"\red <B>Energy pulse detected, system damaged!</B>", \
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"\red You hear an electrical crack")
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if(prob(20))
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user.Stun(2)
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else if(issilicon(user))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, user.loc)
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s.start()
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sleep(20)
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hasShocked = 0
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return
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hasShocked = 1
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var/shock_damage = rand(15,30)
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user.take_overall_damage(0,shock_damage)
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user.visible_message("\red [user.name] was shocked by the [src.name]!", \
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"\red <B>Energy pulse detected, system damaged!</B>", \
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"\red You hear an electrical crack")
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if(prob(20))
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user.Stun(2)
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return
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sleep(20)
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hasShocked = 0
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return
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return
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set_master(var/master1,var/master2)
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if(!master1 || !master2)
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return 0
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FG1 = master1
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FG2 = master2
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return 1
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/obj/machinery/containment_field/proc/set_master(var/master1,var/master2)
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if(!master1 || !master2)
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return 0
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FG1 = master1
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FG2 = master2
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return 1
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