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5325be90b1
* Start Adds starts active versions of barbed wire. Adds 'named from material' var. Fixes spears from defaulting to fragile if they're made with a butterfly knife. * Makes cautery properly stop bleeding * Adds Glass Wire Adds wire that cuts a limb, doing 12 damage and a surgical cut to the limb. This is blocked via thick clothing. * Combines traps & traps_vr * Update alien_alloy.dm Makes adminspawn object unobtainable * wip * wip * Fire Abber * awaw * housekeeeping * Glass * ye * Update fire.dm * whoops infinite glass * rando
56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
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/obj/effect/abstract/abberation
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name = "Abberation"
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desc = "Some sort of weird, pulsating entity."
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icon = 'icons/effects/effects.dmi'
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icon_state = "pre_confuse"
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alpha = 0
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///If the abberation starts active or not.
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var/start_active = TRUE
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///If the abberation has a toggling effect (Turns on-off)
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var/enabled = FALSE
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///If it pulses or not. i.e. has a non-continuous effect
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var/pulses = FALSE
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///Min time for pulses to occur
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var/pulse_time_min = 15
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///Max time for pulses to occur
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var/pulse_time_max = 30
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///The cooldown for our pulse
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COOLDOWN_DECLARE(pulse)
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/obj/effect/abstract/abberation/Initialize(mapload)
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. = ..()
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if(start_active)
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START_PROCESSING(SSobj, src)
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/obj/effect/abstract/abberation/Destroy()
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. = ..()
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STOP_PROCESSING(SSobj, src)
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/obj/effect/abstract/abberation/process()
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if(COOLDOWN_FINISHED(src, pulse))
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perform_pulse()
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COOLDOWN_START(src, pulse, rand(pulse_time_min, pulse_time_max))
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perform_ambient_effects()
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/obj/effect/abstract/abberation/proc/perform_pulse()
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return
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/obj/effect/abstract/abberation/proc/perform_ambient_effects()
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return
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/*
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//Useful for later
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var/static/list/connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(ignite_the_unworthy),
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)
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AddComponent(/datum/component/connect_range, src, connections, range)
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*/
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