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https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 14:37:27 +01:00
Portable turrets are now (more or less) a single entity
This commit is contained in:
@@ -6,10 +6,9 @@
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/obj/machinery/porta_turret
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name = "turret"
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icon = 'icons/obj/turrets.dmi'
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icon_state = "grey_target_prism"
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icon_state = "turretCover"
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anchored = 1
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layer = 3
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invisibility = INVISIBILITY_LEVEL_TWO //the turret is invisible if it's inside its cover
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density = 1
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use_power = 1 //this turret uses and requires power
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idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
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@@ -34,7 +33,6 @@
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var/iconholder = null //holder for the icon_state. 1 for orange sprite, null for blue.
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var/egun = null //holder to handle certain guns switching bullettypes
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var/obj/machinery/porta_turret_cover/cover = null //the cover that is covering this turret
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var/last_fired = 0 //1: if the turret is cooling down from a shot, 0: turret is ready to fire
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var/shot_delay = 15 //1.5 seconds between each shot
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@@ -66,16 +64,18 @@
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/obj/machinery/porta_turret/New()
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..()
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icon_state = "grey_target_prism"
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//Sets up a spark system
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spark_system = new /datum/effect/effect/system/spark_spread
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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cover = new /obj/machinery/porta_turret_cover(loc)
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cover.Parent_Turret = src
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setup()
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/obj/machinery/porta_turret/Destroy()
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qdel(spark_system)
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spark_system = null
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. = ..()
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/obj/machinery/porta_turret/proc/setup()
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var/obj/item/weapon/gun/energy/E = installation //All energy-based weapons are applicable
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//var/obj/item/ammo_casing/shottype = E.projectile_type
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@@ -127,31 +127,30 @@
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eshot_sound = 'sound/weapons/Laser.ogg'
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egun = 1
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var/list/turret_icons
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/obj/machinery/porta_turret/update_icon()
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if(!anchored)
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icon_state = "turretCover"
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return
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if(!turret_icons)
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turret_icons = list()
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turret_icons["open"] = image(icon, "openTurretCover")
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underlays.Cut()
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underlays += turret_icons["open"]
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if(stat & BROKEN)
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icon_state = "destroyed_target_prism"
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else
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if(powered())
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if(enabled)
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if(iconholder)
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//lasers have a orange icon
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icon_state = "orange_target_prism"
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else
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//almost everything has a blue icon
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icon_state = "target_prism"
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else if(raised || raising)
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if(powered() && enabled)
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if(iconholder)
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//lasers have a orange icon
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icon_state = "orange_target_prism"
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else
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icon_state = "grey_target_prism"
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//almost everything has a blue icon
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icon_state = "target_prism"
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else
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icon_state = "grey_target_prism"
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/obj/machinery/porta_turret/Destroy()
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//deletes its own cover with it
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qdel(cover)
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cover = null
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..()
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else
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icon_state = "turretCover"
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/obj/machinery/porta_turret/proc/isLocked(mob/user)
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if(ailock && user.isSilicon())
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@@ -310,17 +309,13 @@
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if(!anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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anchored = 1
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invisibility = INVISIBILITY_LEVEL_TWO
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update_icon()
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user << "<span class='notice'>You secure the exterior bolts on the turret.</span>"
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create_cover()
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else if(anchored)
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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anchored = 0
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user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>"
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invisibility = 0
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update_icon()
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qdel(cover) //deletes the cover, and the turret instance itself becomes its own cover.
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wrenching = 0
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else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
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@@ -345,6 +340,9 @@
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..()
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/obj/machinery/porta_turret/proc/take_damage(var/force)
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if(!raised && !raising)
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force = force / 8
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health -= force
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if (force > 5 && prob(45))
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spark_system.start()
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@@ -352,10 +350,12 @@
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die() //the death process :(
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/obj/machinery/porta_turret/bullet_act(obj/item/projectile/Proj)
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if(Proj.damage_type == HALLOSS)
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return
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if(!raised && !raising)
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return
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if(enabled)
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if(!attacked && !emagged)
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attacked = 1
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@@ -403,28 +403,15 @@
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health = 0
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density = 0
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stat |= BROKEN //enables the BROKEN bit
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invisibility = 0
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spark_system.start() //creates some sparks because they look cool
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density = 1
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update_icon()
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qdel(cover) //deletes the cover - no need on keeping it there!
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/obj/machinery/porta_turret/proc/create_cover()
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if(cover == null && anchored)
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cover = new /obj/machinery/porta_turret_cover(loc) //if the turret has no cover and is anchored, give it a cover
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cover.Parent_Turret = src //assign the cover its Parent_Turret, which would be this (src)
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/obj/machinery/porta_turret/process()
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//the main machinery process
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set background = BACKGROUND_ENABLED
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if(cover == null && anchored) //if it has no cover and is anchored
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if(stat & BROKEN) //if the turret is borked
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qdel(cover) //delete its cover, assuming it has one. Workaround for a pesky little bug
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else
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create_cover()
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if(stat & (NOPOWER|BROKEN))
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//if the turret has no power or is broken, make the turret pop down if it hasn't already
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popDown()
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@@ -536,14 +523,17 @@
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return
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if(stat & BROKEN)
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return
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invisibility = 0
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raising = 1
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flick("popup", cover)
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update_icon()
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var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
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flick_holder.layer = layer + 0.1
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flick("popup", flick_holder)
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sleep(10)
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qdel(flick_holder)
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raising = 0
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cover.icon_state = "openTurretCover"
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raised = 1
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layer = 4
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update_icon()
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/obj/machinery/porta_turret/proc/popDown() //pops the turret down
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@@ -554,14 +544,17 @@
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return
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if(stat & BROKEN)
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return
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layer = 3
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raising = 1
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flick("popdown", cover)
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update_icon()
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var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
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flick_holder.layer = layer + 0.1
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flick("popdown", flick_holder)
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sleep(10)
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qdel(flick_holder)
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raising = 0
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cover.icon_state = "turretCover"
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raised = 0
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invisibility = INVISIBILITY_LEVEL_TWO
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update_icon()
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/obj/machinery/porta_turret/proc/target(var/mob/living/target)
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@@ -811,9 +804,6 @@
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Turret.enabled = 0
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Turret.setup()
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// Turret.cover=new/obj/machinery/porta_turret_cover(loc)
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// Turret.cover.Parent_Turret=Turret
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// Turret.cover.name = finish_name
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qdel(src) // qdel
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else if(istype(I, /obj/item/weapon/crowbar))
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@@ -832,6 +822,7 @@
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finish_name = t
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return
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..()
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@@ -857,32 +848,5 @@
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/obj/machinery/porta_turret_construct/attack_ai()
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return
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/************************
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* PORTABLE TURRET COVER *
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************************/
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/obj/machinery/porta_turret_cover
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name = "turret"
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/atom/movable/porta_turret_cover
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icon = 'icons/obj/turrets.dmi'
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icon_state = "turretCover"
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anchored = 1
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layer = 3.5
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density = 0
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var/obj/machinery/porta_turret/Parent_Turret = null
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/obj/machinery/porta_turret_cover/Destroy()
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Parent_Turret = null
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..()
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/obj/machinery/porta_turret_cover/attack_ai(mob/user)
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return attack_hand(user)
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/obj/machinery/porta_turret_cover/attack_hand(mob/user)
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return Parent_Turret.attack_hand(user)
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/obj/machinery/porta_turret_cover/Topic(href, href_list)
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Parent_Turret.Topic(href, href_list, 1) // Calling another object's Topic requires that we claim to not have a window, otherwise BYOND's base proc will runtime.
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/obj/machinery/porta_turret_cover/attackby(obj/item/I, mob/user)
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Parent_Turret.attackby(I, user)
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