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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
//
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// Super Duper Ender Cable - Luckily these are not constructable!
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//
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//if powernetless_only = 1, will only get connections without powernet
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/obj/structure/cable/ender
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// Pretend to be heavy duty power cable
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icon = 'icons/obj/power_cond_heavy.dmi'
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name = "large power cable"
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desc = "This cable is tough. It cannot be cut with simple hand tools."
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plane = PLATING_PLANE
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layer = PIPES_LAYER - 0.05 //Just below pipes
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color = null
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unacidable = TRUE
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var/id = null
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/obj/structure/cable/ender/get_connections(var/powernetless_only = 0)
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. = ..() // Do the normal stuff
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if(id)
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for(var/obj/structure/cable/ender/target in GLOB.cable_list)
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if(target.id == id)
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if (!powernetless_only || !target.powernet)
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. |= target
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/obj/structure/cable/ender/attackby(obj/item/W, mob/user)
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src.add_fingerprint(user)
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if(W.has_tool_quality(TOOL_WIRECUTTER))
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to_chat(user, span_notice(" These cables are too tough to be cut with those [W.name]."))
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return
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else if(istype(W, /obj/item/stack/cable_coil))
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to_chat(user, span_notice(" You will need heavier cables to connect to these."))
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return
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else
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..()
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// Because they cannot be rebuilt, they are hard to destroy
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/obj/structure/cable/ender/ex_act(severity)
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return
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