mirror of
https://github.com/PolarisSS13/Polaris.git
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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
512 lines
13 KiB
Plaintext
512 lines
13 KiB
Plaintext
var/global/list/uneatable = list(
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/turf/space,
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/obj/effect,
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/obj/effect/overlay,
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/obj/effect/decal/cleanable,
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/obj/effect/rune
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)
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/obj/machinery/singularity/
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name = "Gravitational Singularity"
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desc = "A Gravitational Singularity."
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icon = 'singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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unacidable = 1 //Don't comment this out.
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use_power = 0
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var
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current_size = 1
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allowed_size = 1
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contained = 1 //Are we going to move around?
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energy = 100 //How strong are we?
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dissipate = 1 //Do we lose energy over time?
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1 //How much energy do we lose?
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move_self = 1 //Do we move on our own?
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grav_pull = 4 //How many tiles out do we pull?
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consume_range = 0 //How many tiles out do we eat
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event_chance = 15 //Prob for event each tick
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target = null //its target. moves towards the target if it has one
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last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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teleport_del = 1
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New(loc, var/starting_energy = 50, var/temp = 0)
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src.energy = starting_energy
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if(temp)
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spawn(temp)
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del(src)
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..()
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for(var/obj/machinery/singularity_beacon/singubeacon in world)
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if(singubeacon.active)
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target = singubeacon
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break
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return
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Del()
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//Could have it do something bad when this happens, explode/implode or something
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..()
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attack_hand(mob/user as mob)
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consume(user)
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return 1
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blob_act(severity)
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(25))
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del(src)
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return
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else
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energy += 50
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if(2.0 to 3.0)
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energy += round((rand(20,60)/2),1)
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return
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return
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Bump(atom/A)
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consume(A)
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return
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Bumped(atom/A)
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consume(A)
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return
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process()
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eat()
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dissipate()
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check_energy()
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if(current_size >= 3)
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move()
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if(current_size <= 7)
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pulse()
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if(current_size >= 5)
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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return
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attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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proc
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dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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expand(var/force_size = 0)
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var/temp_allowed_size = src.allowed_size
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if(force_size)
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temp_allowed_size = force_size
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switch(temp_allowed_size)
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if(1)
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current_size = 1
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icon = 'singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
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current_size = 3
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icon = '96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(5)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = 5
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icon = '160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(7)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = 7
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icon = '224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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if(9)//this one also lacks a check for gens because it eats everything
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current_size = 9
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icon = '288x288.dmi'
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icon_state = "singularity_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 10
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consume_range = 4
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dissipate = 0 //It cant go smaller due to e loss
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if(current_size == allowed_size)
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return 1
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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check_energy()
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if(energy <= 0)
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del(src)
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return 0
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = 1
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if(200 to 499)
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allowed_size = 3
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if(500 to 999)
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allowed_size = 5
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if(1000 to 1999)
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allowed_size = 7
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if(2000 to INFINITY)
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allowed_size = 9
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if(current_size != allowed_size)
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expand()
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return 1
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eat()
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set background = 1
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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for(var/atom/movable/X in orange(consume_range,src))
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consume(X)
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for(var/turf/X in orange(consume_range,src))
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consume(X)
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for(var/atom/movable/X in orange(grav_pull,src))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
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step_towards(X,src)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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step_towards(H,src)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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consume(var/atom/A)
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var/gain = 0
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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gain = 20
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if(istype(A,/mob/living/carbon/human))
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if(A:mind)
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if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
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gain = 100
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spawn()
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A:gib()
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sleep(1)
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else if(istype(A,/obj/))
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if (istype(A,/obj/item/weapon/storage/backpack/holding))
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist/4),(dist/2),(dist))
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return
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if(istype(A, /obj/machinery/singularity))//Welp now you did it
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var/obj/machinery/singularity/S = A
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src.energy += (S.energy/2)//Absorb most of it
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del(S)
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var/dist = max((current_size - 2),1)
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explosion(src.loc,(dist/4),(dist/2),(dist))
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return//Quits here, the obj should be gone, hell we might be
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if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
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var/obj/O = A
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O.x = 2
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O.y = 2
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O.z = 2
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else
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A:ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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A:ReplaceWithSpace()
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gain = 2
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src.energy += gain
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return
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move(var/movement_dir = 0)
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if(!move_self)
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return 0
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if(target && prob(60))
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movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
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else if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(movement_dir == last_failed_movement)
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var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
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L.Remove(last_failed_movement)
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movement_dir = pick(L)
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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spawn(1)
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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last_failed_movement = 0//Reset this because we moved
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spawn(0)
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step(src, movement_dir)
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return 1
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else
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last_failed_movement = movement_dir
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return 0
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check_turfs_in(var/direction = 0, var/step = 0)
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if(!direction)
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return 0
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var/steps = 0
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if(!step)
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switch(current_size)
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if(1)
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steps = 1
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if(3)
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steps = 3//Yes this is right
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if(5)
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steps = 3
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if(7)
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steps = 4
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if(9)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH||SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST||WEST)
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dir2 = 1
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dir3 = 2
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var/turf/T2 = T
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for(var/j = 1 to steps)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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can_move(var/turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field_generator) in T)
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var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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else
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return 0
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return 1
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toxmob()
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var/toxrange = 10
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var/toxloss = 4
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var/radiation = 5
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if (src.energy>200)
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toxloss = round(((src.energy-150)/50)*4,1)
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radiation = round(((src.energy-150)/50)*5,1)
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for(var/mob/living/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/))
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M.apply_effect(rand(radiation), IRRADIATE)
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toxloss = (toxloss - (toxloss*M.getarmor(null, "rad")))
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M.apply_effect(toxloss, TOX)
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return
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mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M,/mob/living/carbon/human))
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if(istype(M:glasses,/obj/item/clothing/glasses/meson))
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M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
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return
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M << "\red You look directly into The [src.name] and feel weak."
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M.apply_effect(3, STUN)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
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return
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emp_area()
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empulse(src, 8, 10)
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return
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pulse()
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for(var/obj/machinery/power/rad_collector/R in orange(15,src))
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if(istype(R,/obj/machinery/power/rad_collector))
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R.receive_pulse(energy)
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return
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narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
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name = "Tear in the Fabric of Reality"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'magic_terror.dmi'
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pixel_x = -89
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pixel_y = -85
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current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
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contained = 0 //Are we going to move around?
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dissipate = 0 //Do we lose energy over time?
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move_self = 1 //Do we move on our own?
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grav_pull = 10 //How many tiles out do we pull?
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consume_range = 3 //How many tiles out do we eat
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process()
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eat()
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if(!target || prob(5))
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pickcultist()
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move()
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if(prob(25))
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mezzer()
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consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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A:gib()
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else if(istype(A,/obj/))
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A:ex_act(1.0)
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if(A) del(A)
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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A:ReplaceWithSpace()
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return
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ex_act() //No throwing bombs at it either. --NEO
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return
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proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
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var/list/cultists = list()
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for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
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if(!cult_nh_mind.current)
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continue
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if(cult_nh_mind.current.stat)
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continue
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cultists += cult_nh_mind.current
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if(cultists.len)
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acquire(pick(cultists))
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return
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//If there was living cultists, it picks one to follow.
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for(var/mob/living/carbon/human/food in world)
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if(food.stat)
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continue
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cultists += food
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if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living cultists, pick a living human instead.
|
|
for(var/mob/dead/observer/ghost in world)
|
|
if(!ghost.client)
|
|
continue
|
|
cultists += ghost
|
|
if(cultists.len)
|
|
acquire(pick(cultists))
|
|
return
|
|
//no living humans, follow a ghost instead.
|
|
|
|
proc/acquire(var/mob/food)
|
|
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
|
|
target = food
|
|
if(ishuman(target))
|
|
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
|
|
else
|
|
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
|