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Merge pull request #3052 from Anewbe/emp_things
Reworks empulse and emp_act
This commit is contained in:
@@ -637,14 +637,18 @@ Traitors and the like can also be revived with the previous role mostly intact.
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var/heavy = input("Range of heavy pulse.", text("Input")) as num|null
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if(heavy == null) return
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var/med = input("Range of medium pulse.", text("Input")) as num|null
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if(med == null) return
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var/light = input("Range of light pulse.", text("Input")) as num|null
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if(light == null) return
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var/long = input("Range of long pulse.", text("Input")) as num|null
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if(long == null) return
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if (heavy || light)
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if (heavy || med || light || long)
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empulse(O, heavy, light)
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log_admin("[key_name(usr)] created an EM Pulse ([heavy],[light]) at ([O.x],[O.y],[O.z])")
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message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[light]) at ([O.x],[O.y],[O.z])", 1)
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empulse(O, heavy, med, light, long)
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log_admin("[key_name(usr)] created an EM Pulse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])")
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message_admins("[key_name_admin(usr)] created an EM PUlse ([heavy],[med],[light],[long]) at ([O.x],[O.y],[O.z])", 1)
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feedback_add_details("admin_verb","EMP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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@@ -199,10 +199,7 @@
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/obj/item/clothing/gloves/emp_act(severity)
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if(cell)
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//why is this not part of the powercell code?
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cell.charge -= 1000 / severity
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if (cell.charge < 0)
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cell.charge = 0
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cell.emp_act(severity)
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..()
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// Called just before an attack_hand(), in mob/UnarmedAttack()
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@@ -164,7 +164,9 @@
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if(2)
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brainmob.emp_damage += rand(10,20)
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if(3)
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brainmob.emp_damage += rand(0,10)
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brainmob.emp_damage += rand(5,10)
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if(4)
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brainmob.emp_damage += rand(0,5)
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..()
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/obj/item/device/mmi/digital
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@@ -216,7 +218,9 @@
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if(2)
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src.brainmob.emp_damage += rand(10,20)
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if(3)
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src.brainmob.emp_damage += rand(0,10)
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src.brainmob.emp_damage += rand(5,10)
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if(4)
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src.brainmob.emp_damage += rand(0,5)
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..()
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/obj/item/device/mmi/digital/transfer_identity(var/mob/living/carbon/H)
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@@ -112,7 +112,9 @@
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if(2)
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src.brainmob.emp_damage += rand(10,20)
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if(3)
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src.brainmob.emp_damage += rand(0,10)
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src.brainmob.emp_damage += rand(5,10)
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if(4)
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src.brainmob.emp_damage += rand(0,5)
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..()
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/obj/item/device/mmi/digital/posibrain/New()
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@@ -65,7 +65,13 @@
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src.take_organ_damage(0,20,emp=1)
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confused = (min(confused + 5, 30))
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if(2)
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src.take_organ_damage(0,15,emp=1)
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confused = (min(confused + 4, 30))
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if(3)
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src.take_organ_damage(0,10,emp=1)
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confused = (min(confused + 3, 30))
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if(4)
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src.take_organ_damage(0,5,emp=1)
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confused = (min(confused + 2, 30))
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flash_eyes(affect_silicon = 1)
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src << "<span class='danger'><B>*BZZZT*</B></span>"
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@@ -281,9 +281,13 @@ var/list/organ_cache = list()
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return
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switch (severity)
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if (1)
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take_damage(5)
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take_damage(rand(6,12))
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if (2)
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take_damage(2)
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take_damage(rand(4,8))
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if (3)
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take_damage(rand(3,6))
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if (4)
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take_damage(rand(1,4))
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/obj/item/organ/proc/removed(var/mob/living/user)
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@@ -102,11 +102,19 @@
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/obj/item/organ/external/emp_act(severity)
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if(!(robotic >= ORGAN_ROBOT))
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return
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var/burn_damage = 0
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switch (severity)
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if (1)
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take_damage(8)
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burn_damage += rand(8, 13)
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if (2)
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take_damage(4)
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burn_damage += rand(6, 9)
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if(3)
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burn_damage += rand(4, 7)
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if(4)
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burn_damage += rand(1, 5)
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if(burn_damage)
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take_damage(0, burn_damage)
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/obj/item/organ/external/attack_self(var/mob/living/user)
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if(!contents.len)
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@@ -243,12 +251,12 @@
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return (vital || (robotic >= ORGAN_ROBOT) || brute_dam + burn_dam + additional_damage < max_damage)
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/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
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brute = round(brute * brute_mod, 0.1)
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burn = round(burn * burn_mod, 0.1)
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if((brute <= 0) && (burn <= 0))
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return 0
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brute *= brute_mod
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burn *= burn_mod
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= 5) || brute >= 10) && prob(5))))
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// Damage an internal organ
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@@ -97,6 +97,12 @@
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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if(3)
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if(active) toggle_power()
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stability -= rand(8,15)
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if(4)
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if(active) toggle_power()
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stability -= rand(5,10)
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..()
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return 0
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@@ -1193,22 +1193,27 @@ obj/machinery/power/apc/proc/autoset(var/cur_state, var/on)
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/obj/machinery/power/apc/ex_act(severity)
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switch(severity)
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if(1.0)
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if(1)
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//set_broken() //now qdel() do what we need
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if (cell)
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cell.ex_act(1.0) // more lags woohoo
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cell.ex_act(1) // more lags woohoo
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qdel(src)
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return
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if(2.0)
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if(2)
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if (prob(75))
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set_broken()
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if (cell && prob(50))
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cell.ex_act(2)
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if(3)
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if (prob(50))
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set_broken()
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if (cell && prob(50))
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cell.ex_act(2.0)
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if(3.0)
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cell.ex_act(3)
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if(4)
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if (prob(25))
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set_broken()
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if (cell && prob(25))
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cell.ex_act(3.0)
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if (cell && prob(50))
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cell.ex_act(3)
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return
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/obj/machinery/power/apc/disconnect_terminal()
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@@ -165,7 +165,7 @@
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return
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if (overcharge_percent >= 140)
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if (prob(1))
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empulse(src.loc, 3, 8, 1)
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empulse(src.loc, 2, 3, 6, 8, 1)
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if ((2.4e6+1) to 3.6e6)
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if (overcharge_percent >= 115)
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if (prob(7))
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@@ -174,7 +174,7 @@
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return
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if (overcharge_percent >= 130)
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if (prob(1))
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empulse(src.loc, 3, 8, 1)
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empulse(src.loc, 2, 3, 6, 8, 1)
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if (overcharge_percent >= 150)
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if (prob(1))
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explosion(src.loc, 0, 1, 3, 5)
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@@ -186,7 +186,7 @@
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return
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if (overcharge_percent >= 125)
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if (prob(2))
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empulse(src.loc, 4, 10, 1)
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empulse(src.loc, 2, 4, 7, 10, 1)
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if (overcharge_percent >= 140)
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if (prob(1))
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explosion(src.loc, 1, 3, 5, 8)
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@@ -62,9 +62,12 @@
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stat &= BROKEN
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if(prob(75)) explode()
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if(2)
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if(prob(25)) stat &= BROKEN
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if(prob(50)) stat &= BROKEN
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if(prob(10)) explode()
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if(3)
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if(prob(25)) stat &= BROKEN
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duration = 300
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if(4)
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if(prob(10)) stat &= BROKEN
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duration = 300
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@@ -441,9 +441,9 @@
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/obj/singularity/proc/emp_area()
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if(current_size != 11)
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empulse(src, 8, 10)
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empulse(src, 4, 6, 8, 10)
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else
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empulse(src, 12, 16)
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empulse(src, 12, 14, 16, 18)
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/obj/singularity/proc/smwave()
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for(var/mob/living/M in view(10, src.loc))
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@@ -393,10 +393,14 @@
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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(3, 1, src)
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s.start()
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if(prob(50))
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if(prob(25))
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emp_act(1)
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else
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else if(prob(25))
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emp_act(2)
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else if(prob(25))
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emp_act(3)
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else
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emp_act(4)
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if(prob(5)) //smoke only
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var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
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smoke.set_up(3, 0, src.loc)
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@@ -212,7 +212,7 @@
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h_user.adjustFireLoss(rand(10,25))
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h_user.Paralyse(5)
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spawn(0)
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empulse(src.loc, 2, 4)
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empulse(src.loc, 1, 2, 3, 4)
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charge = 0
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if (36 to 60)
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@@ -229,7 +229,7 @@
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h_user.adjustFireLoss(rand(35,75))
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h_user.Paralyse(12)
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spawn(0)
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empulse(src.loc, 8, 16)
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empulse(src.loc, 6, 8, 12, 16)
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charge = 0
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apcs_overload(1, 10)
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src.ping("Caution. Output regulators malfunction. Uncontrolled discharge detected.")
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@@ -26,6 +26,10 @@
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name = "speedloader (.38 rubber)"
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ammo_type = /obj/item/ammo_casing/c38r
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/obj/item/ammo_magazine/c38/emp
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name = "ammunition box (.38 haywire)"
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ammo_type = /obj/item/ammo_casing/c38/emp
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///////// .45 /////////
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/obj/item/ammo_magazine/c45m
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@@ -57,6 +61,10 @@
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name = "magazine (.45 AP)"
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ammo_type = /obj/item/ammo_casing/c45ap
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/obj/item/ammo_magazine/box/emp/c45
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name = "ammunition box (.45 haywire)"
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ammo_type = /obj/item/ammo_casing/c45/emp
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/obj/item/ammo_magazine/c45uzi
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name = "stick magazine (.45)"
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icon_state = "uzi45"
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@@ -272,6 +280,10 @@
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max_ammo = 9
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multiple_sprites = 1
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/obj/item/ammo_magazine/box/emp/a10mm
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name = "ammunition box (10mm haywire)"
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ammo_type = /obj/item/ammo_casing/a10mm/emp
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///////// 5.56mm /////////
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/obj/item/ammo_magazine/a556
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@@ -24,6 +24,13 @@
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/bullet/pistol/rubber
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/obj/item/ammo_casing/c38/emp
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name = ".38 haywire round"
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desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
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icon_state = "empcasing"
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projectile_type = /obj/item/projectile/ion/small
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/obj/item/ammo_casing/c9mm
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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@@ -87,11 +94,24 @@
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icon_state = "r-casing"
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projectile_type = /obj/item/projectile/energy/flash
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/obj/item/ammo_casing/c45/emp
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name = ".45 haywire round"
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desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
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projectile_type = /obj/item/projectile/ion/small
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icon_state = "empcasing"
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/obj/item/ammo_casing/a10mm
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desc = "A 10mm bullet casing."
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caliber = "10mm"
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projectile_type = /obj/item/projectile/bullet/pistol/medium
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/obj/item/ammo_casing/a10mm/emp
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name = "10mm haywire round"
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desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
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projectile_type = /obj/item/projectile/ion/small
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icon_state = "empcasing"
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matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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@@ -150,13 +170,13 @@
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projectile_type = /obj/item/projectile/energy/flash/flare
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matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
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/obj/item/ammo_casing/shotgun/emp
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name = "ion shell"
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desc = "An advanced shotgun round that creates a small EMP when it strikes a target."
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icon_state = "empshell"
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projectile_type = /obj/item/projectile/bullet/shotgun/ion
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matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
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projectile_type = /obj/item/projectile/ion
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// projectile_type = /obj/item/projectile/bullet/shotgun/ion
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matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
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/obj/item/ammo_casing/a762
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desc = "A 7.62mm bullet casing."
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@@ -12,14 +12,18 @@
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projectile_type = /obj/item/projectile/ion
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/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
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..(max(severity, 2)) //so it doesn't EMP itself, I guess
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..(max(severity, 4)) //so it doesn't EMP itself, I guess
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/obj/item/weapon/gun/energy/ionrifle/update_icon()
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..()
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if(power_supply.charge < charge_cost)
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item_state = "ionrifle0"
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else
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item_state = initial(item_state)
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/obj/item/weapon/gun/energy/ionrifle/pistol
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name = "ion pistol"
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desc = "The NT Mk63 EW Pan is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. This model sacrifices capacity for portability.."
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icon_state = "ionpistol"
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item_state = null
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w_class = ITEMSIZE_NORMAL
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force = 5
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slot_flags = SLOT_BELT
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charge_cost = 480
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projectile_type = /obj/item/projectile/ion
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/obj/item/weapon/gun/energy/decloner
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name = "biological demolecularisor"
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@@ -76,6 +76,10 @@
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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ammo_type = /obj/item/ammo_casing/c38
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/obj/item/weapon/gun/projectile/revolver/deckard/emp
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ammo_type = /obj/item/ammo_casing/c38/emp
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/obj/item/weapon/gun/projectile/revolver/deckard/update_icon()
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..()
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if(loaded.len)
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@@ -172,7 +172,8 @@
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range_step = 1
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spread_step = 10
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits.
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//EMP shotgun 'slug', it's basically a beanbag that pops a tiny emp when it hits. //Not currently used
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/obj/item/projectile/bullet/shotgun/ion
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name = "ion slug"
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damage = 15
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@@ -182,9 +183,10 @@
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/obj/item/projectile/bullet/shotgun/ion/on_hit(var/atom/target, var/blocked = 0)
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..()
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empulse(target, 0, 0) //Only affects what it hits
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empulse(target, 0, 0, 0, 0) //Only affects what it hits
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return 1
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/* "Rifle" rounds */
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/obj/item/projectile/bullet/rifle
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@@ -8,12 +8,16 @@
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light_range = 2
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light_power = 0.5
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light_color = "#55AAFF"
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var/pulse_range = 1
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on_hit(var/atom/target, var/blocked = 0)
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empulse(target, 1, 1)
|
||||
empulse(target, pulse_range, pulse_range, pulse_range, pulse_range)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/ion/small
|
||||
pulse_range = 0
|
||||
|
||||
/obj/item/projectile/bullet/gyro
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
|
||||
@@ -665,7 +665,7 @@
|
||||
var/location = get_turf(holder.my_atom)
|
||||
// 100 created volume = 4 heavy range & 7 light range. A few tiles smaller than traitor EMP grandes.
|
||||
// 200 created volume = 8 heavy range & 14 light range. 4 tiles larger than traitor EMP grenades.
|
||||
empulse(location, round(created_volume / 24), round(created_volume / 14), 1)
|
||||
empulse(location, round(created_volume / 24), round(created_volume / 20), round(created_volume / 18), round(created_volume / 14), 1)
|
||||
holder.clear_reagents()
|
||||
return
|
||||
|
||||
|
||||
@@ -84,8 +84,14 @@
|
||||
if(1)
|
||||
qdel(src)
|
||||
if(2)
|
||||
if(prob(75))
|
||||
qdel(src)
|
||||
if(3)
|
||||
if(prob(50))
|
||||
qdel(src)
|
||||
if(4)
|
||||
if(prob(25))
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/machinery/shield/hitby(AM as mob|obj)
|
||||
@@ -264,7 +270,7 @@
|
||||
else
|
||||
user << "The device must first be secured to the floor."
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/shieldgen/emag_act(var/remaining_charges, var/mob/user)
|
||||
if(!malfunction)
|
||||
malfunction = 1
|
||||
|
||||
@@ -11,13 +11,15 @@
|
||||
|
||||
cooldown_min = 200 //50 deciseconds reduction per rank
|
||||
|
||||
var/emp_heavy = 6
|
||||
var/emp_light = 10
|
||||
var/emp_heavy = 3
|
||||
var/emp_med = 5
|
||||
var/emp_light = 8
|
||||
var/emp_long = 10
|
||||
|
||||
hud_state = "wiz_tech"
|
||||
|
||||
/spell/aoe_turf/disable_tech/cast(list/targets)
|
||||
|
||||
for(var/turf/target in targets)
|
||||
empulse(get_turf(target), emp_heavy, emp_light)
|
||||
empulse(get_turf(target), emp_heavy, emp_med, emp_light, emp_long)
|
||||
return
|
||||
@@ -432,4 +432,4 @@
|
||||
/obj/item/weapon/spellbook/oneuse/charge/recoil(mob/user as mob)
|
||||
..()
|
||||
user <<"<span class='warning'>[src] suddenly feels very warm!</span>"
|
||||
empulse(src, 1, 1)
|
||||
empulse(src, 1, 1, 1, 1)
|
||||
|
||||
@@ -9,5 +9,5 @@
|
||||
/datum/artifact_effect/emp/DoEffectPulse()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
empulse(T, effectrange/2, effectrange)
|
||||
empulse(T, effectrange/4, effectrange/3, effectrange/2, effectrange)
|
||||
return 1
|
||||
|
||||
Reference in New Issue
Block a user