/obj/machinery/emitter name = "Emitter" desc = "A heavy duty industrial laser" icon = 'singularity.dmi' icon_state = "Emitter" anchored = 0 density = 1 req_access = list(access_engine) var/active = 0 var/fire_delay = 100 var/last_shot = 0 var/shot_number = 0 var/state = 0 var/locked = 0 use_power = 1 idle_power_usage = 10 active_power_usage = 300 verb/rotate() set name = "Rotate" set category = "Object" set src in oview(1) if (src.anchored || usr:stat) usr << "It is fastened to the floor!" return 0 src.dir = turn(src.dir, 90) return 1 New() ..() return update_icon() if (active && !(stat & (NOPOWER|BROKEN))) icon_state = "Emitter +a" else icon_state = "Emitter" attack_hand(mob/user as mob) src.add_fingerprint(user) if(state == 2) if(!src.locked || istype(user, /mob/living/silicon)) if(src.active==1) src.active = 0 user << "You turn off the [src]." src.use_power = 1 else src.active = 1 user << "You turn on the [src]." src.shot_number = 0 src.fire_delay = 100 src.use_power = 2 update_icon() else user << "The controls are locked!" else user << "The [src] needs to be firmly secured to the floor first." return 1 emp_act()//Emitters are hardened but still might have issues use_power(50) if(prob(1)&&prob(1)) if(src.active) src.active = 0 src.use_power = 1 return 1 process() if(stat & (NOPOWER|BROKEN)) return if(src.state != 2) src.active = 0 return if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1)) src.last_shot = world.time if(src.shot_number < 3) src.fire_delay = 2 src.shot_number ++ else src.fire_delay = rand(20,100) src.shot_number = 0 use_power(1000) var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( src.loc ) A.icon_state = "u_laser" playsound(src.loc, 'emitter.ogg', 25, 1) if(prob(35)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() A.dir = src.dir if(src.dir == 1)//Up A.yo = 20 A.xo = 0 else if(src.dir == 2)//Down A.yo = -20 A.xo = 0 else if(src.dir == 4)//Right A.yo = 0 A.xo = 20 else if(src.dir == 8)//Left A.yo = 0 A.xo = -20 else // Any other A.yo = -20 A.xo = 0 A.process() attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/wrench)) if(active) user << "Turn off the [src] first." return switch(state) if(0) state = 1 playsound(src.loc, 'Ratchet.ogg', 75, 1) user.visible_message("[user.name] secures [src.name] to the floor.", \ "You secure the external reinforcing bolts to the floor.", \ "You hear ratchet") src.anchored = 1 if(1) state = 0 playsound(src.loc, 'Ratchet.ogg', 75, 1) user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \ "You undo the external reinforcing bolts.", \ "You hear ratchet") src.anchored = 0 if(2) user << "\red The [src.name] needs to be unwelded from the floor." return else if(istype(W, /obj/item/weapon/weldingtool) && W:welding) if(active) user << "Turn off the [src] first." return switch(state) if(0) user << "\red The [src.name] needs to be wrenched to the floor." return if(1) if (W:remove_fuel(0,user)) W:welding = 2 playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \ "You start to weld the [src] to the floor.", \ "You hear welding") if (do_after(user,20)) state = 2 user << "You weld the [src] to the floor." W:welding = 1 else user << "\blue You need more welding fuel to complete this task." return if(2) if (W:remove_fuel(0,user)) W:welding = 2 playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \ "You start to cut the [src] free from the floor.", \ "You hear welding") if (do_after(user,20)) state = 1 user << "You cut the [src] free from the floor." W:welding = 1 else user << "\blue You need more welding fuel to complete this task." return else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) if (src.allowed(user)) src.locked = !src.locked user << "Controls are now [src.locked ? "locked." : "unlocked."]" else user << "\red Access denied." return else ..() return power_change() ..() update_icon()