mirror of
https://github.com/VOREStation/VOREStation.git
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015
Conflicts: .travis.yml code/game/gamemodes/changeling/changeling_powers.dm code/game/gamemodes/changeling/modularchangling.dm code/game/turfs/simulated.dm code/global.dm icons/misc/fullscreen.dmi polaris.dme
This commit is contained in:
@@ -79,10 +79,6 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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else
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icon_state = "circuit_imprinter"
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/obj/machinery/r_n_d/circuit_imprinter/blob_act()
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if(prob(50))
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qdel(src)
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/obj/machinery/r_n_d/circuit_imprinter/proc/TotalMaterials()
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var/t = 0
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for(var/f in materials)
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@@ -199,7 +195,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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reagents.remove_reagent(C, D.chemicals[C] * mat_efficiency)
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if(D.build_path)
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var/obj/new_item = new D.build_path(src)
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var/obj/new_item = D.Fabricate(src, src)
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new_item.loc = loc
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if(mat_efficiency != 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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@@ -55,6 +55,11 @@ other types of metals and chemistry for reagents).
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desc = "Allows for the construction of \a [item_name]."
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return
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//Returns a new instance of the item for this design
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//This is to allow additional initialization to be performed, including possibly additional contructor arguments.
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/datum/design/proc/Fabricate(var/newloc, var/fabricator)
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return new build_path(newloc)
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/datum/design/item
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build_type = PROTOLATHE
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@@ -195,9 +200,9 @@ other types of metals and chemistry for reagents).
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/datum/design/item/stock_part/RPED
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name = "Rapid Part Exchange Device"
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desc = "Special mechanical module made to store, sort, and apply standard machine parts."
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id = "rped"
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id = "rped"
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req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000)
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materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000)
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build_path = /obj/item/weapon/storage/part_replacer
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sort_string = "CBAAA"
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@@ -212,6 +217,11 @@ other types of metals and chemistry for reagents).
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var/obj/item/weapon/cell/C = build_path
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desc = "Allows the construction of power cells that can hold [initial(C.maxcharge)] units of energy."
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/datum/design/item/powercell/Fabricate()
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var/obj/item/weapon/cell/C = ..()
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C.charge = 0 //shouldn't produce power out of thin air.
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return C
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/datum/design/item/powercell/basic
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name = "basic"
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build_type = PROTOLATHE | MECHFAB
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@@ -277,9 +287,9 @@ other types of metals and chemistry for reagents).
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/datum/design/item/mesons
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name = "Optical meson scanners design"
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desc = "Using the meson-scanning technology those glasses allow you to see through walls, floor or anything else."
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id = "mesons"
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id = "mesons"
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req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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build_path = /obj/item/clothing/glasses/meson
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sort_string = "GAAAC"
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@@ -288,23 +298,23 @@ other types of metals and chemistry for reagents).
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name = "Mining equipment design ([item_name])"
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/datum/design/item/weapon/mining/jackhammer
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id = "jackhammer"
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id = "jackhammer"
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req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500)
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build_path = /obj/item/weapon/pickaxe/jackhammer
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sort_string = "KAAAA"
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/datum/design/item/weapon/mining/drill
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id = "drill"
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id = "drill"
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req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners.
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materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners.
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build_path = /obj/item/weapon/pickaxe/drill
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sort_string = "KAAAB"
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/datum/design/item/weapon/mining/plasmacutter
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id = "plasmacutter"
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id = "plasmacutter"
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req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500)
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materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500)
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build_path = /obj/item/weapon/pickaxe/plasmacutter
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sort_string = "KAAAC"
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@@ -316,9 +326,9 @@ other types of metals and chemistry for reagents).
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sort_string = "KAAAD"
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/datum/design/item/weapon/mining/drill_diamond
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id = "drill_diamond"
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id = "drill_diamond"
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req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000)
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materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000)
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build_path = /obj/item/weapon/pickaxe/diamonddrill
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sort_string = "KAAAE"
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///////////////////////////////////
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@@ -337,9 +347,9 @@ other types of metals and chemistry for reagents).
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/datum/design/item/medical/robot_scanner
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desc = "A hand-held scanner able to diagnose robotic injuries."
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id = "robot_scanner"
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id = "robot_scanner"
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req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
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materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
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build_path = /obj/item/device/robotanalyzer
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sort_string = "MACFA"
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@@ -394,9 +404,9 @@ other types of metals and chemistry for reagents).
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/datum/design/item/medical/nanopaste
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desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery."
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id = "nanopaste"
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id = "nanopaste"
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req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
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build_path = /obj/item/stack/nanopaste
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sort_string = "MBAAA"
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@@ -528,16 +538,16 @@ other types of metals and chemistry for reagents).
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/datum/design/item/weapon/chemsprayer
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desc = "An advanced chem spraying device."
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id = "chemsprayer"
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id = "chemsprayer"
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req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
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sort_string = "TABAA"
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/datum/design/item/weapon/rapidsyringe
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id = "rapidsyringe"
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id = "rapidsyringe"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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build_path = /obj/item/weapon/gun/launcher/syringe/rapid
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sort_string = "TABAB"
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@@ -639,10 +649,10 @@ other types of metals and chemistry for reagents).
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/datum/design/item/posibrain
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name = "Positronic brain"
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id = "posibrain"
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id = "posibrain"
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4)
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build_type = PROTOLATHE | MECHFAB
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100)
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build_path = /obj/item/device/mmi/digital/posibrain
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category = "Misc"
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sort_string = "VACAB"
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@@ -1353,16 +1363,16 @@ CIRCUITS BELOW
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/datum/design/item/pda
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name = "PDA design"
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desc = "Cheaper than whiny non-digital assistants."
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id = "pda"
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id = "pda"
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req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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build_path = /obj/item/device/pda
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sort_string = "VAAAA"
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// Cartridges
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/datum/design/item/pda_cartridge
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/datum/design/item/pda_cartridge
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req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
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/datum/design/item/pda_cartridge/AssembleDesignName()
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..()
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@@ -1442,7 +1452,7 @@ CIRCUITS BELOW
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id = "cart_captain"
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build_path = /obj/item/weapon/cartridge/captain
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sort_string = "VBAAO"
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/* Uncomment if someone makes these buildable
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/datum/design/circuit/general_alert
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name = "general alert console"
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@@ -6,6 +6,13 @@
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/datum/design/item/mechfab/robot
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category = "Robot"
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//if the fabricator is a mech fab pass the manufacturer info over to the robot part constructor
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/datum/design/item/mechfab/robot/Fabricate(var/newloc, var/fabricator)
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if(istype(fabricator, /obj/machinery/mecha_part_fabricator))
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var/obj/machinery/mecha_part_fabricator/mechfab = fabricator
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return new build_path(newloc, mechfab.manufacturer)
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return ..()
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/datum/design/item/mechfab/robot/exoskeleton
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name = "Robot exoskeleton"
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id = "robot_exoskeleton"
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@@ -196,7 +196,7 @@
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reagents.remove_reagent(C, D.chemicals[C] * mat_efficiency)
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if(D.build_path)
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var/obj/new_item = new D.build_path(src)
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var/obj/new_item = D.Fabricate(src, src)
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new_item.loc = loc
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if(mat_efficiency != 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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@@ -79,10 +79,6 @@
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griefProtection()
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..()
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/obj/machinery/r_n_d/server/blob_act()
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griefProtection()
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..()
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//Backup files to centcomm to help admins recover data after greifer attacks
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/obj/machinery/r_n_d/server/proc/griefProtection()
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for(var/obj/machinery/r_n_d/server/centcom/C in machines)
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@@ -235,7 +235,7 @@ var/list/valid_secondary_effect_types = list(\
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src.add_fingerprint(user)
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if(my_effect.trigger == TRIGGER_TOUCH)
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user << "<b>You touch [src].<b>"
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user << "<b>You touch [src].</b>"
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my_effect.ToggleActivate()
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else
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user << "<b>You touch [src],</b> [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")]."
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@@ -321,7 +321,7 @@ var/list/valid_secondary_effect_types = list(\
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warn = 1
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if(warn)
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M << "<b>You accidentally touch [src].<b>"
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M << "<b>You accidentally touch [src].</b>"
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..()
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||||
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||||
/obj/machinery/artifact/bullet_act(var/obj/item/projectile/P)
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||||
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||||
+70
-70
@@ -1,70 +1,70 @@
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||||
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||||
/datum/artifact_effect/badfeeling
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||||
effecttype = "badfeeling"
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||||
effect_type = 2
|
||||
var/list/messages = list("You feel worried.",\
|
||||
"Something doesn't feel right.",\
|
||||
"You get a strange feeling in your gut.",\
|
||||
"Your instincts are trying to warn you about something.",\
|
||||
"Someone just walked over your grave.",\
|
||||
"There's a strange feeling in the air.",\
|
||||
"There's a strange smell in the air.",\
|
||||
"The tips of your fingers feel tingly.",\
|
||||
"You feel witchy.",\
|
||||
"You have a terrible sense of foreboding.",\
|
||||
"You've got a bad feeling about this.",\
|
||||
"Your scalp prickles.",\
|
||||
"The light seems to flicker.",\
|
||||
"The shadows seem to lengthen.",\
|
||||
"The walls are getting closer.",\
|
||||
"Something is wrong")
|
||||
|
||||
var/list/drastic_messages = list("You've got to get out of here!",\
|
||||
"Someone's trying to kill you!",\
|
||||
"There's something out there!",\
|
||||
"What's happening to you?",\
|
||||
"OH GOD!",\
|
||||
"HELP ME!")
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectTouch(var/mob/user)
|
||||
if(user)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(prob(50))
|
||||
if(prob(75))
|
||||
H << "<b><font color='red' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectAura()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(5))
|
||||
if(prob(75))
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
else
|
||||
H << "<font color='red' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
|
||||
if(prob(10))
|
||||
H.dizziness += rand(3,5)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectPulse()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(50))
|
||||
if(prob(95))
|
||||
H << "<font color='red' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
else if(prob(25))
|
||||
H.dizziness += rand(5,15)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/badfeeling
|
||||
effecttype = "badfeeling"
|
||||
effect_type = 2
|
||||
var/list/messages = list("You feel worried.",\
|
||||
"Something doesn't feel right.",\
|
||||
"You get a strange feeling in your gut.",\
|
||||
"Your instincts are trying to warn you about something.",\
|
||||
"Someone just walked over your grave.",\
|
||||
"There's a strange feeling in the air.",\
|
||||
"There's a strange smell in the air.",\
|
||||
"The tips of your fingers feel tingly.",\
|
||||
"You feel witchy.",\
|
||||
"You have a terrible sense of foreboding.",\
|
||||
"You've got a bad feeling about this.",\
|
||||
"Your scalp prickles.",\
|
||||
"The light seems to flicker.",\
|
||||
"The shadows seem to lengthen.",\
|
||||
"The walls are getting closer.",\
|
||||
"Something is wrong")
|
||||
|
||||
var/list/drastic_messages = list("You've got to get out of here!",\
|
||||
"Someone's trying to kill you!",\
|
||||
"There's something out there!",\
|
||||
"What's happening to you?",\
|
||||
"OH GOD!",\
|
||||
"HELP ME!")
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectTouch(var/mob/user)
|
||||
if(user)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(prob(50))
|
||||
if(prob(75))
|
||||
H << "<b><font color='red' size='[num2text(rand(1,5))]'>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectAura()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(5))
|
||||
if(prob(75))
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
else
|
||||
H << "<font color='red' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
|
||||
if(prob(10))
|
||||
H.dizziness += rand(3,5)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/badfeeling/DoEffectPulse()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(50))
|
||||
if(prob(95))
|
||||
H << "<font color='red' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='red'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
else if(prob(25))
|
||||
H.dizziness += rand(5,15)
|
||||
return 1
|
||||
|
||||
+68
-68
@@ -1,68 +1,68 @@
|
||||
|
||||
/datum/artifact_effect/goodfeeling
|
||||
effecttype = "goodfeeling"
|
||||
effect_type = 2
|
||||
var/list/messages = list("You feel good.",\
|
||||
"Everything seems to be going alright",\
|
||||
"You've got a good feeling about this",\
|
||||
"Your instincts tell you everything is going to be getting better.",\
|
||||
"There's a good feeling in the air.",\
|
||||
"Something smells... good.",\
|
||||
"The tips of your fingers feel tingly.",\
|
||||
"You've got a good feeling about this.",\
|
||||
"You feel happy.",\
|
||||
"You fight the urge to smile.",\
|
||||
"Your scalp prickles.",\
|
||||
"All the colours seem a bit more vibrant.",\
|
||||
"Everything seems a little lighter.",\
|
||||
"The troubles of the world seem to fade away.")
|
||||
|
||||
var/list/drastic_messages = list("You want to hug everyone you meet!",\
|
||||
"Everything is going so well!",\
|
||||
"You feel euphoric.",\
|
||||
"You feel giddy.",\
|
||||
"You're so happy suddenly, you almost want to dance and sing.",\
|
||||
"You feel like the world is out to help you.")
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectTouch(var/mob/user)
|
||||
if(user)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(prob(50))
|
||||
if(prob(75))
|
||||
H << "<b><font color='blue' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectAura()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(5))
|
||||
if(prob(75))
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
else
|
||||
H << "<font color='blue' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
|
||||
if(prob(5))
|
||||
H.dizziness += rand(3,5)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectPulse()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(50))
|
||||
if(prob(95))
|
||||
H << "<font color='blue' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
else if(prob(25))
|
||||
H.dizziness += rand(5,15)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/goodfeeling
|
||||
effecttype = "goodfeeling"
|
||||
effect_type = 2
|
||||
var/list/messages = list("You feel good.",\
|
||||
"Everything seems to be going alright",\
|
||||
"You've got a good feeling about this",\
|
||||
"Your instincts tell you everything is going to be getting better.",\
|
||||
"There's a good feeling in the air.",\
|
||||
"Something smells... good.",\
|
||||
"The tips of your fingers feel tingly.",\
|
||||
"You've got a good feeling about this.",\
|
||||
"You feel happy.",\
|
||||
"You fight the urge to smile.",\
|
||||
"Your scalp prickles.",\
|
||||
"All the colours seem a bit more vibrant.",\
|
||||
"Everything seems a little lighter.",\
|
||||
"The troubles of the world seem to fade away.")
|
||||
|
||||
var/list/drastic_messages = list("You want to hug everyone you meet!",\
|
||||
"Everything is going so well!",\
|
||||
"You feel euphoric.",\
|
||||
"You feel giddy.",\
|
||||
"You're so happy suddenly, you almost want to dance and sing.",\
|
||||
"You feel like the world is out to help you.")
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectTouch(var/mob/user)
|
||||
if(user)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(prob(50))
|
||||
if(prob(75))
|
||||
H << "<b><font color='blue' size='[num2text(rand(1,5))]'>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectAura()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(5))
|
||||
if(prob(75))
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
else
|
||||
H << "<font color='blue' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
|
||||
if(prob(5))
|
||||
H.dizziness += rand(3,5)
|
||||
return 1
|
||||
|
||||
/datum/artifact_effect/goodfeeling/DoEffectPulse()
|
||||
if(holder)
|
||||
var/turf/T = get_turf(holder)
|
||||
for (var/mob/living/carbon/human/H in range(src.effectrange,T))
|
||||
if(prob(50))
|
||||
if(prob(95))
|
||||
H << "<font color='blue' size='[num2text(rand(1,5))]'><b>[pick(drastic_messages)]</b></font>"
|
||||
else
|
||||
H << "<font color='blue'>[pick(messages)]</font>"
|
||||
|
||||
if(prob(50))
|
||||
H.dizziness += rand(3,5)
|
||||
else if(prob(25))
|
||||
H.dizziness += rand(5,15)
|
||||
return 1
|
||||
|
||||
@@ -8,13 +8,13 @@
|
||||
var/weakness = GetAnomalySusceptibility(toucher)
|
||||
if(iscarbon(toucher) && prob(weakness * 100))
|
||||
var/mob/living/carbon/C = toucher
|
||||
C << "\red A painful discharge of energy strikes you!"
|
||||
C << "<span class='danger'>A painful discharge of energy strikes you!</span>"
|
||||
C.adjustOxyLoss(rand(5,25) * weakness)
|
||||
C.adjustToxLoss(rand(5,25) * weakness)
|
||||
C.adjustBruteLoss(rand(5,25) * weakness)
|
||||
C.adjustFireLoss(rand(5,25) * weakness)
|
||||
C.adjustBrainLoss(rand(5,25) * weakness)
|
||||
C.radiation += 25 * weakness
|
||||
C.apply_effect(25 * weakness, IRRADIATE)
|
||||
C.nutrition -= min(50 * weakness, C.nutrition)
|
||||
C.make_dizzy(6 * weakness)
|
||||
C.weakened += 6 * weakness
|
||||
@@ -26,7 +26,7 @@
|
||||
var/weakness = GetAnomalySusceptibility(C)
|
||||
if(prob(weakness * 100))
|
||||
if(prob(10))
|
||||
C << "\red You feel a painful force radiating from something nearby."
|
||||
C << "<span class='danger'>You feel a painful force radiating from something nearby.</span>"
|
||||
C.adjustBruteLoss(1 * weakness)
|
||||
C.adjustFireLoss(1 * weakness)
|
||||
C.adjustToxLoss(1 * weakness)
|
||||
@@ -40,7 +40,7 @@
|
||||
for (var/mob/living/carbon/C in range(effectrange, T))
|
||||
var/weakness = GetAnomalySusceptibility(C)
|
||||
if(prob(weakness * 100))
|
||||
C << "\red A wave of painful energy strikes you!"
|
||||
C << "<span class='danger'>A wave of painful energy strikes you!</span>"
|
||||
C.adjustBruteLoss(3 * weakness)
|
||||
C.adjustFireLoss(3 * weakness)
|
||||
C.adjustToxLoss(3 * weakness)
|
||||
|
||||
@@ -9,13 +9,10 @@
|
||||
reagents.add_reagent("coolant",1000)
|
||||
|
||||
/obj/structure/reagent_dispensers/coolanttank/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.damage_type == BRUTE || Proj.damage_type == BURN)
|
||||
if(Proj.get_structure_damage())
|
||||
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
|
||||
explode()
|
||||
|
||||
/obj/structure/reagent_dispensers/coolanttank/blob_act()
|
||||
explode()
|
||||
|
||||
/obj/structure/reagent_dispensers/coolanttank/ex_act()
|
||||
explode()
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
/obj/machinery/radiocarbon_spectrometer
|
||||
name = "Radiocarbon spectrometer"
|
||||
name = "radiocarbon spectrometer"
|
||||
desc = "A specialised, complex scanner for gleaning information on all manner of small things."
|
||||
anchored = 1
|
||||
density = 1
|
||||
@@ -91,9 +91,13 @@
|
||||
user << "<span class='info'>You remove [amount_transferred]u of coolant from [src].</span>"
|
||||
update_coolant()
|
||||
return
|
||||
if(scanned_item)
|
||||
user << "<span class=warning>\The [src] already has \a [scanned_item] inside!</span>"
|
||||
return
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
scanned_item = I
|
||||
user << "<span class=notice>You put \the [I] into \the [src].</span>"
|
||||
|
||||
/obj/machinery/radiocarbon_spectrometer/proc/update_coolant()
|
||||
var/total_purity = 0
|
||||
|
||||
@@ -132,9 +132,9 @@
|
||||
I.loc = src
|
||||
auth_card = I
|
||||
if(attempt_unlock(I, usr))
|
||||
usr << "<span class='info'>You insert [I], the console flashes \'<i>Access granted.</a>\'</span>"
|
||||
usr << "<span class='info'>You insert [I], the console flashes \'<i>Access granted.</i>\'</span>"
|
||||
else
|
||||
usr << "<span class='warning'>You insert [I], the console flashes \'<i>Access denied.</a>\'</span>"
|
||||
usr << "<span class='warning'>You insert [I], the console flashes \'<i>Access denied.</i>\'</span>"
|
||||
else if(href_list["ejectcard"])
|
||||
if(auth_card)
|
||||
if(ishuman(usr))
|
||||
|
||||
Reference in New Issue
Block a user