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Merges AI Branch into Master
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@@ -88,6 +88,8 @@
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but allow those projectiles to leave the shield from the inside. Blocking too many damaging projectiles will cause the shield to fail."
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icon = 'icons/obj/device.dmi'
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icon_state = "signmaker_sec"
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light_range = 4
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light_power = 4
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var/active = FALSE // If it's on.
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var/shield_health = 400 // How much damage the shield blocks before breaking. This is a shared health pool for all shields attached to this projector.
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var/max_shield_health = 400 // Ditto. This is fairly high, but shields are really big, you can't miss them, and laser carbines pump out so much hurt.
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@@ -170,6 +172,8 @@
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var/new_color = rgb(new_r, new_g, new_b)
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set_light(light_range, light_power, new_color)
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// Now deploy the new color to all the shields.
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for(var/obj/effect/directional_shield/S in active_shields)
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S.update_color(new_color)
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@@ -53,6 +53,12 @@
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user.setClickCooldown(user.get_attack_speed(W))
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..()
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/obj/effect/energy_field/attack_generic(mob/user, damage)
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if(damage)
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adjust_strength(-damage / 20)
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user.do_attack_animation(src)
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user.setClickCooldown(user.get_attack_speed())
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/obj/effect/energy_field/attack_hand(var/mob/living/user)
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impact_effect(3) // Harmless, but still produces the 'impact' effect.
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..()
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