mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 03:57:48 +01:00
Adds Point Defense turrets.
This commit is contained in:
@@ -77,6 +77,14 @@
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containertype = /obj/structure/closet/crate/focalpoint
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containername = "advanced hull shield generator crate"
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/datum/supply_pack/eng/pointdefense
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name = "Point Defense Turret"
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contains = list(/obj/machinery/porta_turret/pointdefense/orderable)
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cost = 70
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containertype = /obj/structure/closet/crate/large/secure/heph
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containername = "point defense crate"
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access = access_security
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/datum/supply_pack/eng/electrical
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name = "Electrical maintenance crate"
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contains = list(
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@@ -13,7 +13,7 @@
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/obj/effect/meteor/big=3,
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/obj/effect/meteor/flaming=1,
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/obj/effect/meteor/irradiated=3
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)
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)
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//for threatening meteor event
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/var/list/meteors_threatening = list(
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@@ -206,6 +206,21 @@
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return
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..()
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/obj/effect/meteor/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.excavation_amount)
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get_hit()
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if(!QDELETED(src))
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wall_power -= Proj.excavation_amount + Proj.damage + (Proj.hitscan * 25) // Instant-impact projectiles are inherently better at dealing with meteors.
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wall_power = max(1, wall_power)
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if(wall_power < Proj.excavation_amount)
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if(prob(min(90, 100 - Proj.damage)))
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die(TRUE)
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else
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die(FALSE)
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return
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return
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/obj/effect/meteor/proc/make_debris()
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for(var/throws = dropamt, throws > 0, throws--)
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var/obj/item/O = new meteordrop(get_turf(src))
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@@ -74,6 +74,7 @@
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var/check_anomalies = TRUE //checks if it can shoot at unidentified lifeforms (ie xenos)
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var/check_synth = FALSE //if active, will shoot at anything not an AI or cyborg
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var/check_all = FALSE //If active, will fire on anything, including synthetics.
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var/fire_at_movement = FALSE // If active, will fire on the most recent thing to move in range, as soon as possible.
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var/ailock = FALSE // AI cannot use this
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var/check_down = FALSE //If active, will shoot to kill when lethals are also on
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var/faction = null //if set, will not fire at people in the same faction for any reason.
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@@ -95,6 +96,8 @@
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var/timeout = 10 // When a turret pops up, then finds nothing to shoot at, this number decrements until 0, when it pops down.
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var/can_salvage = TRUE // If false, salvaging doesn't give you anything.
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var/stay_up = FALSE // If true, the turret will remain open while it is powered.
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/obj/machinery/porta_turret/crescent
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req_one_access = list(access_cent_specops)
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enabled = FALSE
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@@ -276,6 +279,31 @@
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)
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return data
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/obj/machinery/porta_turret/pointdefense
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name = "point-defense turret"
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turret_type = "core"
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desc = "A basic ship-mounted rock-breaker."
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description_info = "This turret is capable of blasting incoming meteors into gravel, but it is very limited in range."
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installation = /obj/item/weapon/gun/energy/mininglaser
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check_arrest = FALSE
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check_records = FALSE
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check_weapons = FALSE
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check_access = FALSE
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check_anomalies = FALSE
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check_synth = FALSE
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check_all = FALSE
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fire_at_movement = TRUE
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stay_up = TRUE
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ailock = FALSE
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check_down = FALSE
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/obj/machinery/porta_turret/pointdefense/orderable
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enabled = FALSE
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anchored = FALSE
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locked = FALSE
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/obj/machinery/porta_turret/Initialize()
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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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@@ -322,6 +350,8 @@
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var/obj/item/projectile/P = initial(E.projectile_type)
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//var/obj/item/ammo_casing/shottype = E.projectile_type
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GLOB.moved_event.register_global(src, /obj/machinery/porta_turret/proc/point_defense)
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projectile = P
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lethal_projectile = projectile
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shot_sound = initial(P.fire_sound)
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@@ -377,9 +407,28 @@
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lethal_shot_sound = 'sound/weapons/eluger.ogg'
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shot_sound = 'sound/weapons/Taser.ogg'
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<<<<<<< HEAD
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/obj/machinery/porta_turret/proc/HasController()
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var/area/A = get_area(src)
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return A && A.turret_controls.len > 0
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=======
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if(/obj/item/weapon/gun/energy/mininglaser)
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lethal_icon_color = "green"
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lethal_projectile = /obj/item/projectile/beam/mininglaser
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lethal_shot_sound = 'sound/weapons/eluger.ogg'
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icon_color = "red"
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projectile = /obj/item/projectile/beam/weaklaser
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shot_sound = 'sound/weapons/Laser.ogg'
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/obj/machinery/porta_turret/proc/isLocked(mob/user)
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if(ailock && issilicon(user))
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to_chat(user, "<span class='notice'>There seems to be a firewall preventing you from accessing this device.</span>")
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return 1
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if(locked && !issilicon(user))
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to_chat(user, "<span class='notice'>Controls locked.</span>")
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return 1
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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/obj/machinery/porta_turret/proc/isLocked(mob/user)
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if(HasController())
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@@ -407,7 +456,47 @@
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tgui_interact(user)
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/obj/machinery/porta_turret/attack_hand(mob/user)
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<<<<<<< HEAD
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tgui_interact(user)
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=======
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if(isLocked(user))
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return
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ui_interact(user)
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/obj/machinery/porta_turret/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["access"] = !isLocked(user)
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data["locked"] = locked
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data["enabled"] = enabled
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data["is_lethal"] = 1
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data["lethal"] = lethal
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if(data["access"])
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var/settings[0]
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settings[++settings.len] = list("category" = "Neutralize All Non-Synthetics", "setting" = "check_synth", "value" = check_synth)
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settings[++settings.len] = list("category" = "Check Weapon Authorization", "setting" = "check_weapons", "value" = check_weapons)
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settings[++settings.len] = list("category" = "Check Security Records", "setting" = "check_records", "value" = check_records)
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settings[++settings.len] = list("category" = "Check Arrest Status", "setting" = "check_arrest", "value" = check_arrest)
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settings[++settings.len] = list("category" = "Check Access Authorization", "setting" = "check_access", "value" = check_access)
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settings[++settings.len] = list("category" = "Check misc. Lifeforms", "setting" = "check_anomalies", "value" = check_anomalies)
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settings[++settings.len] = list("category" = "Neutralize All Entities", "setting" = "check_all", "value" = check_all)
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settings[++settings.len] = list("category" = "Neutralize Downed Entities", "setting" = "check_down", "value" = check_down)
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settings[++settings.len] = list("category" = "Remain Deployed", "setting" = "stay_up", "value" = stay_up)
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settings[++settings.len] = list("category" = "Fire At Movement", "setting" = "fire_at_movement", "value" = fire_at_movement)
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data["settings"] = settings
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ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "turret_control.tmpl", "Turret Controls", 500, 300)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/porta_turret/proc/HasController()
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var/area/A = get_area(src)
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return A && A.turret_controls.len > 0
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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/obj/machinery/porta_turret/tgui_interact(mob/user, datum/tgui/ui = null)
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if(HasController())
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@@ -441,6 +530,7 @@
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/obj/machinery/porta_turret/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
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if(..())
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<<<<<<< HEAD
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return TRUE
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if(isLocked(usr))
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return TRUE
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@@ -470,6 +560,38 @@
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check_all = !check_all
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if("authdown")
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check_down = !check_down
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=======
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return 1
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if(href_list["command"] && href_list["value"])
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var/value = text2num(href_list["value"])
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if(href_list["command"] == "enable")
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enabled = value
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else if(href_list["command"] == "lethal")
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lethal = value
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else if(href_list["command"] == "check_synth")
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check_synth = value
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else if(href_list["command"] == "check_weapons")
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check_weapons = value
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else if(href_list["command"] == "check_records")
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check_records = value
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else if(href_list["command"] == "check_arrest")
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check_arrest = value
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else if(href_list["command"] == "check_access")
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check_access = value
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else if(href_list["command"] == "check_anomalies")
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check_anomalies = value
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else if(href_list["command"] == "check_all")
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check_all = value
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else if(href_list["command"] == "check_down")
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check_down = value
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else if(href_list["command"] == "stay_up")
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stay_up = value
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else if(href_list["command"] == "fire_at_movement")
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fire_at_movement = value
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return 1
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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/obj/machinery/porta_turret/power_change()
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if(powered())
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@@ -671,6 +793,10 @@
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popDown()
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return
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if(stay_up)
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timeout = 10
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popUp()
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var/list/targets = list() //list of primary targets
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var/list/secondarytargets = list() //targets that are least important
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@@ -693,7 +819,7 @@
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if(!tryToShootAt(targets))
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if(!tryToShootAt(secondarytargets)) // if no valid targets, go for secondary targets
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timeout--
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if(timeout <= 0)
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if(timeout <= 0 && !stay_up)
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spawn()
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popDown() // no valid targets, close the cover
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@@ -701,6 +827,14 @@
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use_power(20000)
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health = min(health+1, maxhealth) // 1HP for 20kJ
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// We're expecting the first arg to be a target, for this we don't care about previous and next turfs.
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/obj/machinery/porta_turret/proc/point_defense(var/atom/movable/Targ)
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if((stat & (NOPOWER|BROKEN)) || !fire_at_movement) // Are we even able or supposed to fire at non-moving targets?
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return
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if((isliving(Targ) && assess_living(Targ)) || ((istype(Targ, /obj/item) || istype(Targ, /obj/effect/meteor)) && Targ.invisibility < INVISIBILITY_LEVEL_ONE && Targ in view(7,src))) // Is the target a living thing, if so, is it a valid target? Or if it's not living, is it in sight?
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target(Targ) // Yes? Blast it.
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/obj/machinery/porta_turret/proc/assess_and_assign(var/mob/living/L, var/list/targets, var/list/secondarytargets)
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switch(assess_living(L))
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if(TURRET_PRIORITY_TARGET)
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@@ -727,10 +861,10 @@
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if(L.stat == DEAD && !emagged) //if the perp is dead, no need to bother really
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return TURRET_NOT_TARGET //move onto next potential victim!
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if(get_dist(src, L) > 7) //if it's too far away, why bother?
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if(get_dist(src, get_turf(L)) > 7) //if it's too far away, why bother?
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return TURRET_NOT_TARGET
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if(!(L in check_trajectory(L, src))) //check if we have true line of sight
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if(!(L in check_trajectory(get_turf(L), src))) //check if we have true line of sight
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return TURRET_NOT_TARGET
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if(emagged) // If emagged not even the dead get a rest
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@@ -837,8 +971,9 @@
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last_target = target
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spawn()
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popUp() //pop the turret up if it's not already up.
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set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
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playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
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if(dir != get_dir(src, target))
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set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
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playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
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spawn()
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shootAt(target)
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return 1
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@@ -903,6 +1038,11 @@
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var/check_anomalies
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var/check_all
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var/check_down
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<<<<<<< HEAD
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=======
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var/fire_at_movement
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var/stay_up
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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var/ailock
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/obj/machinery/porta_turret/proc/setState(var/datum/turret_checks/TC)
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@@ -919,6 +1059,11 @@
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check_anomalies = TC.check_anomalies
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check_all = TC.check_all
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check_down = TC.check_down
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<<<<<<< HEAD
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=======
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fire_at_movement = TC.fire_at_movement
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stay_up = TC.stay_up
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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ailock = TC.ailock
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power_change()
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@@ -19,6 +19,7 @@
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var/locked = TRUE
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var/area/control_area //can be area name, path or nothing.
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<<<<<<< HEAD
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var/targetting_is_configurable = TRUE // if false, you cannot change who this turret attacks via its UI
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var/check_arrest = TRUE //checks if the perp is set to arrest
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var/check_records = TRUE //checks if a security record exists at all
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@@ -31,6 +32,20 @@
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var/ailock = FALSE //Silicons cannot use this
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var/syndicate = FALSE
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=======
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var/check_arrest = 1 //checks if the perp is set to arrest
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var/check_records = 1 //checks if a security record exists at all
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var/check_weapons = 0 //checks if it can shoot people that have a weapon they aren't authorized to have
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var/check_access = 1 //if this is active, the turret shoots everything that does not meet the access requirements
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var/check_anomalies = 1 //checks if it can shoot at unidentified lifeforms (ie xenos)
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var/check_synth = 0 //if active, will shoot at anything not an AI or cyborg
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var/check_all = 0 //If active, will shoot at anything.
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var/check_down = 0 //If active, will shoot at prone individuals.
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var/stay_up = 0 //If active, the turret will not pop-down unless it loses power or is disabled.
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var/fire_at_movement = 0 //If active, the turret will prioritize objects or creatures that move in its range.
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var/ailock = 0 //Silicons cannot use this
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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req_access = list(access_ai_upload)
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/obj/machinery/turretid/stun
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@@ -121,8 +136,37 @@
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/obj/machinery/turretid/attack_hand(mob/user as mob)
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tgui_interact(user)
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<<<<<<< HEAD
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/obj/machinery/turretid/tgui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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=======
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ui_interact(user)
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/obj/machinery/turretid/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["access"] = !isLocked(user)
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data["locked"] = locked
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data["enabled"] = enabled
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data["is_lethal"] = 1
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data["lethal"] = lethal
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if(data["access"])
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var/settings[0]
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settings[++settings.len] = list("category" = "Neutralize All Non-Synthetics", "setting" = "check_synth", "value" = check_synth)
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settings[++settings.len] = list("category" = "Check Weapon Authorization", "setting" = "check_weapons", "value" = check_weapons)
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settings[++settings.len] = list("category" = "Check Security Records", "setting" = "check_records", "value" = check_records)
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settings[++settings.len] = list("category" = "Check Arrest Status", "setting" = "check_arrest", "value" = check_arrest)
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settings[++settings.len] = list("category" = "Check Access Authorization", "setting" = "check_access", "value" = check_access)
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settings[++settings.len] = list("category" = "Check misc. Lifeforms", "setting" = "check_anomalies", "value" = check_anomalies)
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settings[++settings.len] = list("category" = "Neutralize All Entities", "setting" = "check_all", "value" = check_all)
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settings[++settings.len] = list("category" = "Neutralize Downed Entities", "setting" = "check_down", "value" = check_down)
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settings[++settings.len] = list("category" = "Remain Deployed", "setting" = "stay_up", "value" = stay_up)
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settings[++settings.len] = list("category" = "Fire At Movement", "setting" = "fire_at_movement", "value" = fire_at_movement)
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data["settings"] = settings
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ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
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>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
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if(!ui)
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ui = new(user, src, "PortableTurret", name) // 500, 400
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ui.open()
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@@ -150,9 +194,40 @@
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||||
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/obj/machinery/turretid/tgui_act(action, params)
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if(..())
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||||
<<<<<<< HEAD
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||||
return
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||||
if(isLocked(usr))
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||||
return
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||||
=======
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||||
return 1
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||||
|
||||
if(href_list["command"] && href_list["value"])
|
||||
var/value = text2num(href_list["value"])
|
||||
if(href_list["command"] == "enable")
|
||||
enabled = value
|
||||
else if(href_list["command"] == "lethal")
|
||||
lethal = value
|
||||
else if(href_list["command"] == "check_synth")
|
||||
check_synth = value
|
||||
else if(href_list["command"] == "check_weapons")
|
||||
check_weapons = value
|
||||
else if(href_list["command"] == "check_records")
|
||||
check_records = value
|
||||
else if(href_list["command"] == "check_arrest")
|
||||
check_arrest = value
|
||||
else if(href_list["command"] == "check_access")
|
||||
check_access = value
|
||||
else if(href_list["command"] == "check_anomalies")
|
||||
check_anomalies = value
|
||||
else if(href_list["command"] == "check_all")
|
||||
check_all = value
|
||||
else if(href_list["command"] == "check_down")
|
||||
check_down = value
|
||||
else if(href_list["command"] == "stay_up")
|
||||
stay_up = value
|
||||
else if(href_list["command"] == "fire_at_movement")
|
||||
fire_at_movement = value
|
||||
>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
|
||||
|
||||
. = TRUE
|
||||
switch(action)
|
||||
@@ -194,6 +269,11 @@
|
||||
TC.check_anomalies = check_anomalies
|
||||
TC.check_all = check_all
|
||||
TC.check_down = check_down
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
TC.stay_up = stay_up
|
||||
TC.fire_at_movement = fire_at_movement
|
||||
>>>>>>> 997b440... Merge pull request #7765 from Mechoid/PointDefense
|
||||
TC.ailock = ailock
|
||||
|
||||
if(istype(control_area))
|
||||
|
||||
@@ -64,6 +64,28 @@
|
||||
item_state = "lrifle"
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
|
||||
|
||||
/obj/item/weapon/gun/energy/mininglaser
|
||||
name = "mining-laser rifle"
|
||||
desc = "A Hephaestus Industries G22T rifle, now only produced for its impeccable ability to break stone with its pulsating blasts."
|
||||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space."
|
||||
icon = 'icons/obj/gun2.dmi'
|
||||
icon_state = "mininglaser"
|
||||
item_state = "laser"
|
||||
wielded_item_state = "laser-wielded"
|
||||
fire_delay = 8
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 15
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/mininglaser
|
||||
one_handed_penalty = 30
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="mining", fire_delay=8, projectile_type=/obj/item/projectile/beam/mininglaser, charge_cost = 200),
|
||||
list(mode_name="deter", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/energy/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
|
||||
excavation_amount = 50
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/laser
|
||||
tracer_type = /obj/effect/projectile/tracer/laser
|
||||
impact_type = /obj/effect/projectile/impact/laser
|
||||
@@ -46,6 +48,18 @@
|
||||
damage = 40
|
||||
armor_penetration = 10
|
||||
|
||||
/obj/item/projectile/beam/mininglaser
|
||||
name = "pulsating laser"
|
||||
damage = 10
|
||||
armor_penetration = 20
|
||||
fire_sound = 'sound/weapons/eluger.ogg'
|
||||
|
||||
excavation_amount = 100
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/emitter
|
||||
tracer_type = /obj/effect/projectile/tracer/emitter
|
||||
impact_type = /obj/effect/projectile/impact/emitter
|
||||
|
||||
/obj/item/projectile/beam/heavylaser
|
||||
name = "heavy laser"
|
||||
icon_state = "heavylaser"
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
sharp = 1
|
||||
hitsound_wall = "ricochet"
|
||||
impact_effect_type = /obj/effect/temp_visual/impact_effect
|
||||
excavation_amount = 20
|
||||
var/mob_passthrough_check = 0
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/bullet
|
||||
|
||||
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Reference in New Issue
Block a user