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* Arcade * Prison Shuttle Console * Area Air Control * Atmos Alert Computer * Mining Shuttle Console If anybody is not okay with this, feel free to comment out the attackby code of that computer. But keep the circuitboard for future reference. This should make all computers on the station be able to be disassembled. Fixed some error message for cellchargers. Revision: r3683 Author: daniel.cf.hultgren
263 lines
7.3 KiB
Plaintext
263 lines
7.3 KiB
Plaintext
/obj/machinery/computer/arcade
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name = "arcade machine"
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desc = "Does not support Pinball."
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icon = 'computer.dmi'
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icon_state = "arcade"
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circuit = "/obj/item/weapon/circuitboard/arcade"
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var/enemy_name = "Space Villian"
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var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
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var/player_hp = 30 //Player health/attack points
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var/player_mp = 10
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var/enemy_hp = 45 //Enemy health/attack points
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var/enemy_mp = 20
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var/gameover = 0
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var/blocked = 0 //Player cannot attack/heal while set
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/obj/machinery/computer/arcade
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var/turtle = 0
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/obj/machinery/computer/arcade/New()
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..()
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var/name_action
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var/name_part1
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var/name_part2
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name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ")
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name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Great ", "Duke ", "General ")
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name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "Metroid", "Griefer", "ERPer", "Lizard Man", "Unicorn")
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src.enemy_name = dd_replacetext((name_part1 + name_part2), "the ", "")
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src.name = (name_action + name_part1 + name_part2)
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/obj/machinery/computer/arcade/attack_ai(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/computer/arcade/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/computer/arcade/attack_hand(mob/user as mob)
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if(..())
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return
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user.machine = src
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var/dat = "<a href='byond://?src=\ref[src];close=1'>Close</a>"
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dat += "<center><h4>[src.enemy_name]</h4></center>"
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dat += "<br><center><h3>[src.temp]</h3></center>"
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dat += "<br><center>Health: [src.player_hp] | Magic: [src.player_mp] | Enemy Health: [src.enemy_hp]</center>"
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if (src.gameover)
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dat += "<center><b><a href='byond://?src=\ref[src];newgame=1'>New Game</a>"
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else
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dat += "<center><b><a href='byond://?src=\ref[src];attack=1'>Attack</a> | "
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dat += "<a href='byond://?src=\ref[src];heal=1'>Heal</a> | "
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dat += "<a href='byond://?src=\ref[src];charge=1'>Recharge Power</a>"
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dat += "</b></center>"
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user << browse(dat, "window=arcade")
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onclose(user, "arcade")
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return
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/obj/machinery/computer/arcade/Topic(href, href_list)
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if(..())
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return
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if (!src.blocked)
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if (href_list["attack"])
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src.blocked = 1
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var/attackamt = rand(2,6)
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src.temp = "You attack for [attackamt] damage!"
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src.updateUsrDialog()
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if(turtle > 0)
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turtle--
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sleep(10)
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src.enemy_hp -= attackamt
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src.arcade_action()
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else if (href_list["heal"])
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src.blocked = 1
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var/pointamt = rand(1,3)
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var/healamt = rand(6,8)
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src.temp = "You use [pointamt] magic to heal for [healamt] damage!"
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src.updateUsrDialog()
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turtle++
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sleep(10)
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src.player_mp -= pointamt
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src.player_hp += healamt
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src.blocked = 1
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src.updateUsrDialog()
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src.arcade_action()
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else if (href_list["charge"])
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src.blocked = 1
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var/chargeamt = rand(4,7)
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src.temp = "You regain [chargeamt] points"
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src.player_mp += chargeamt
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if(turtle > 0)
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turtle--
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src.updateUsrDialog()
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sleep(10)
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src.arcade_action()
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if (href_list["close"])
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usr.machine = null
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usr << browse(null, "window=arcade")
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else if (href_list["newgame"]) //Reset everything
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temp = "New Round"
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player_hp = 30
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player_mp = 10
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enemy_hp = 45
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enemy_mp = 20
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gameover = 0
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turtle = 0
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if(emagged)
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src.New()
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emagged = 0
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src.add_fingerprint(usr)
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src.updateUsrDialog()
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return
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/obj/machinery/computer/arcade/proc/arcade_action()
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if ((src.enemy_mp <= 0) || (src.enemy_hp <= 0))
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src.gameover = 1
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src.temp = "[src.enemy_name] has fallen! Rejoice!"
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if(emagged)
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new /obj/effect/spawner/newbomb/timer/syndicate(src.loc)
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new /obj/item/clothing/head/collectable/petehat(src.loc)
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message_admins("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.")
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log_game("[key_name_admin(usr)] has outbombed Cuban Pete and been awarded a bomb.")
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src.New()
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emagged = 0
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else if(!contents.len)
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var/prizeselect = pick(1,2,3,4,5,6,7,8,9)
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switch(prizeselect)
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if(1)
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new /obj/item/toy/snappopbox(src.loc)
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if(2)
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new /obj/item/toy/blink(src.loc)
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if(3)
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new /obj/item/clothing/under/syndicate/tacticool(src.loc)
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if(4)
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new /obj/item/toy/sword(src.loc)
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if(5)
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new /obj/item/toy/ammo/gun(src.loc)
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new /obj/item/toy/gun(src.loc)
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if(6)
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new /obj/item/toy/crossbow(src.loc)
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if(7)
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new /obj/item/clothing/suit/syndicatefake(src.loc)
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new /obj/item/clothing/head/syndicatefake(src.loc)
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if(8)
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new /obj/item/weapon/storage/crayonbox(src.loc)
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if(9)
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new /obj/item/toy/spinningtoy(src.loc)
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// if(10) //Commented out on Urist-chan's orders~
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// new /obj/item/toy/balloon(src.loc) //Until it gets a better sprite~
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else
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var/atom/movable/Prize = pick(contents)
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Prize.loc = src.loc
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else if (emagged && (turtle >= 4))
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var/boomamt = rand(5,10)
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src.temp = "[src.enemy_name] throws a bomb, exploding you for [boomamt] damage!"
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src.player_hp -= boomamt
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else if ((src.enemy_mp <= 5) && (prob(70)))
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var/stealamt = rand(2,3)
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src.temp = "[src.enemy_name] steals [stealamt] of your power!"
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src.player_mp -= stealamt
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src.updateUsrDialog()
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if (src.player_mp <= 0)
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src.gameover = 1
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sleep(10)
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src.temp = "You have been drained! GAME OVER"
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if(emagged)
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usr.gib()
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else if ((src.enemy_hp <= 10) && (src.enemy_mp > 4))
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src.temp = "[src.enemy_name] heals for 4 health!"
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src.enemy_hp += 4
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src.enemy_mp -= 4
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else
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var/attackamt = rand(3,6)
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src.temp = "[src.enemy_name] attacks for [attackamt] damage!"
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src.player_hp -= attackamt
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if ((src.player_mp <= 0) || (src.player_hp <= 0))
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src.gameover = 1
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src.temp = "You have been crushed! GAME OVER"
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if(emagged)
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usr.gib()
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src.blocked = 0
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return
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/obj/machinery/computer/arcade/power_change()
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if(stat & BROKEN)
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icon_state = "arcadeb"
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else
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if( powered() )
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icon_state = initial(icon_state)
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "arcade0"
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stat |= NOPOWER
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/obj/machinery/computer/arcade/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/card/emag) && !emagged)
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var/obj/item/weapon/card/emag/E = I
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if(E.uses)
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E.uses--
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else
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return
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temp = "If you die in the game, you die for real!"
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player_hp = 30
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player_mp = 10
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enemy_hp = 45
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enemy_mp = 20
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gameover = 0
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blocked = 0
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emagged = 1
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enemy_name = "Cuban Pete"
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name = "Outbomb Cuban Pete"
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src.updateUsrDialog()
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else if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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