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@@ -4,7 +4,7 @@
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//
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GLOBAL_LIST_BOILERPLATE(pointdefense_controllers, /obj/machinery/pointdefense_control)
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GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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/obj/machinery/pointdefense_control
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name = "fire assist mainframe"
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@@ -12,6 +12,9 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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description_info = "To connect the mainframe to turrets, use a multitool to set the ident tag to that of the turrets."
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "control"
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power_channel = EQUIP
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use_power = USE_POWER_ACTIVE
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active_power_usage = 5 KILOWATTS
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/circuitboard/pointdefense_control
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@@ -50,7 +53,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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return TRUE
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if(action == "toggle_active")
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var/obj/machinery/power/pointdefense/PD = locate(params["target"])
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var/obj/machinery/pointdefense/PD = locate(params["target"])
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if(!istype(PD))
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return FALSE
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@@ -73,7 +76,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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if(id_tag)
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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for(var/i = 1 to LAZYLEN(GLOB.pointdefense_turrets))
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var/obj/machinery/power/pointdefense/PD = GLOB.pointdefense_turrets[i]
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var/obj/machinery/pointdefense/PD = GLOB.pointdefense_turrets[i]
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if(!(PD.id_tag == id_tag && (get_z(PD) in connected_z_levels)))
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continue
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var/list/turret = list()
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@@ -114,7 +117,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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// The acutal point defense battery
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//
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/obj/machinery/power/pointdefense
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/obj/machinery/pointdefense
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name = "\improper point defense battery"
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "pointdefense2"
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@@ -123,80 +126,40 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/circuitboard/pointdefense
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idle_power_usage = 0.1 KILOWATTS
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active_power_usage = 1 KILOWATTS
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appearance_flags = PIXEL_SCALE
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var/active = TRUE
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var/charge_cooldown = 1 SECOND //time between it can fire at different targets
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var/last_shot = 0
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var/kill_range = 18
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var/rotation_speed = 0.25 SECONDS //How quickly we turn to face threats
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var/rotation_speed = 4.5 SECONDS //How quickly we turn to face threats
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var/datum/weakref/engaging = null // The meteor we're shooting at
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var/id_tag = null
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var/fire_sounds = list('sound/weapons/frigate_turret/frigate_turret_fire1.ogg', 'sound/weapons/frigate_turret/frigate_turret_fire2.ogg', 'sound/weapons/frigate_turret/frigate_turret_fire3.ogg', 'sound/weapons/frigate_turret/frigate_turret_fire4.ogg') // CHOMPEdit: Pew
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/obj/machinery/power/pointdefense/Initialize(mapload)
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/obj/machinery/pointdefense/Initialize(mapload)
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. = ..()
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default_apply_parts()
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if(anchored)
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connect_to_network()
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update_icon()
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var/image/I = image(icon, icon_state = "[icon_state]_under")
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I.appearance_flags |= RESET_TRANSFORM
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underlays += I
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/obj/machinery/power/pointdefense/examine(mob/user)
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. = ..()
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if(powernet)
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. += "It is connected to a power cable below."
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/obj/machinery/power/pointdefense/get_description_interaction()
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/obj/machinery/pointdefense/get_description_interaction()
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. = ..()
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if(!id_tag)
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. += "[desc_panel_image("multitool")]to set ident tag and connect to a mainframe."
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/obj/machinery/power/pointdefense/update_icon()
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/obj/machinery/pointdefense/update_icon()
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if(!active || !id_tag || inoperable())
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icon_state = "[initial(icon_state)]_off"
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/pointdefense/default_unfasten_wrench(var/mob/user, var/obj/item/W, var/time)
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if((. = ..()))
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src.transform = null // Reset rotation if we're anchored/unanchored
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////////// This machine is willing to take power from cables OR APCs. Handle NOPOWER stat specially here! ////////
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/obj/machinery/power/pointdefense/connect_to_network()
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if((. = ..()))
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stat &= ~NOPOWER // We now ignore APC power
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update_icon()
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/obj/machinery/power/pointdefense/disconnect_from_network()
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if((. = ..()))
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power_change() // We're back on APC power.
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/obj/machinery/power/pointdefense/power_change()
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if(powernet)
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return // We don't care, we are cable powered anyway
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/obj/machinery/pointdefense/power_change()
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var/old_stat = stat
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..()
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if(old_stat != stat)
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update_icon()
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// Decide where to get the power to fire from
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/obj/machinery/power/pointdefense/use_power_oneoff(var/amount, var/chan = CURRENT_CHANNEL)
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if(powernet)
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return draw_power(amount)
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// We are not connected to a powernet, so we want APC power. Reproduce that code here since this is weird.
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if(chan == CURRENT_CHANNEL)
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chan = power_channel
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var/area/A = get_area(src) // make sure it's in an area
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if(!A || !A.powered(chan)) // and that the area is powered
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return 0 // if not, then not powered
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return A.use_power_oneoff(amount, chan)
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// Find controller with the same tag on connected z levels (if any)
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/obj/machinery/power/pointdefense/proc/get_controller()
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/obj/machinery/pointdefense/proc/get_controller()
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if(!id_tag)
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return null
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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@@ -204,11 +167,11 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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if(PDC.id_tag == id_tag && (get_z(PDC) in connected_z_levels))
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return PDC
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/obj/machinery/power/pointdefense/attackby(var/obj/item/W, var/mob/user)
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/obj/machinery/pointdefense/attackby(var/obj/item/W, var/mob/user)
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if(W?.has_tool_quality(TOOL_MULTITOOL))
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var/new_ident = tgui_input_text(user, "Enter a new ident tag.", "[src]", id_tag, MAX_NAME_LEN)
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new_ident = sanitize(new_ident,MAX_NAME_LEN)
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if(new_ident && new_ident != id_tag && user.Adjacent(src) && CanInteract(user, GLOB.tgui_physical_state))
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if(new_ident && new_ident != id_tag && user.Adjacent(src))
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to_chat(user, span_notice("You register [src] with the [new_ident] network."))
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id_tag = new_ident
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return
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@@ -218,18 +181,16 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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return
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if(default_part_replacement(user, W))
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return
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if(default_unfasten_wrench(user, W, 40))
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return
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return ..()
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//Guns cannot shoot through hull or generally dense turfs.
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/obj/machinery/power/pointdefense/proc/space_los(meteor)
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/obj/machinery/pointdefense/proc/space_los(meteor)
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for(var/turf/T in getline(src,meteor))
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if(T.density)
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return FALSE
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return TRUE
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/obj/machinery/power/pointdefense/proc/Shoot(var/datum/weakref/target)
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/obj/machinery/pointdefense/proc/Shoot(var/datum/weakref/target)
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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engaging = null
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@@ -243,7 +204,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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set_dir(ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH)
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/obj/machinery/power/pointdefense/proc/finish_shot(var/datum/weakref/target)
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/obj/machinery/pointdefense/proc/finish_shot(var/datum/weakref/target)
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var/obj/machinery/pointdefense_control/PC = get_controller()
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engaging = null
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@@ -253,34 +214,28 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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return
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if(use_power_oneoff(active_power_usage) < active_power_usage)
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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, src)
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s.start()
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visible_message("[src] sputters as browns out while attempting to fire.")
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flick(src, "[initial(icon_state)]_off")
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return
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//We throw a laser but it doesnt have to hit for meteor to explode
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var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
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playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1)
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beam.launch_projectile(target = M.loc, user = src)
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var/obj/item/projectile/beam/coildefense/coil = new(get_turf(src))
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playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE)
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use_power_oneoff(idle_power_usage * 10)
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coil.launch_projectile(target = M.loc, user = src)
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spawn(10)
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playsound(src, fire_sounds, 75, 1, 40, pressure_affected = FALSE, ignore_walls = TRUE)
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/obj/machinery/power/pointdefense/process()
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/obj/machinery/pointdefense/process()
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..()
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if(!anchored || stat & (NOPOWER|BROKEN))
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if(stat & (BROKEN))
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return
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if(!active)
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return
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/*
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var/desiredir = ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH
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if(dir != desiredir)
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set_dir(desiredir)
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*/
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if(LAZYLEN(GLOB.meteor_list) > 0)
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find_and_shoot()
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/obj/machinery/power/pointdefense/proc/find_and_shoot()
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/obj/machinery/pointdefense/proc/find_and_shoot()
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// There ARE meteors to shoot
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if(LAZYLEN(GLOB.meteor_list) == 0)
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return
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@@ -289,7 +244,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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return
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var/obj/machinery/pointdefense_control/PC = get_controller()
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if(!istype(PC))
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if(!istype(PC) || !PC.powered(EQUIP))
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return
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// Compile list of known targets
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@@ -316,7 +271,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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Shoot(target)
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return
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/obj/machinery/power/pointdefense/proc/targeting_check(var/obj/effect/meteor/M)
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/obj/machinery/pointdefense/proc/targeting_check(var/obj/effect/meteor/M)
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// Target in range
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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if(!(M.z in connected_z_levels))
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@@ -329,7 +284,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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return TRUE
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/obj/machinery/power/pointdefense/RefreshParts()
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/obj/machinery/pointdefense/RefreshParts()
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. = ..()
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// Calculates an average rating of components that affect shooting rate
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var/shootrate_divisor = total_component_rating_of_type(/obj/item/stock_parts/capacitor)
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@@ -343,23 +298,21 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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kill_range = 10 + 4 * killrange_multiplier
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var/rotation_divisor = total_component_rating_of_type(/obj/item/stock_parts/manipulator)
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rotation_speed = 0.5 SECONDS / (rotation_divisor ? rotation_divisor : 1)
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rotation_speed = 4.5 SECONDS / (rotation_divisor ? rotation_divisor : 1)
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/obj/machinery/power/pointdefense/proc/Activate()
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/obj/machinery/pointdefense/proc/Activate()
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if(active)
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return FALSE
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playsound(src, 'sound/weapons/flash.ogg', 100, 0)
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update_use_power(USE_POWER_IDLE)
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active = TRUE
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update_icon()
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return TRUE
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/obj/machinery/power/pointdefense/proc/Deactivate()
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/obj/machinery/pointdefense/proc/Deactivate()
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if(!active)
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return FALSE
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playsound(src, 'sound/machines/apc_nopower.ogg', 50, 0)
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update_use_power(USE_POWER_OFF)
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active = FALSE
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update_icon()
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return TRUE
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