mirror of
https://github.com/VOREStation/VOREStation.git
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All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
215 lines
5.7 KiB
Plaintext
215 lines
5.7 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser"
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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anchored = 0
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density = 1
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req_access = list(access_engine)
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 300
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var/active = 0
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var/fire_delay = 100
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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/obj/machinery/emitter/verb/rotate()
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set name = "Rotate"
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set category = "Object"
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set src in oview(1)
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.dir = turn(src.dir, 90)
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return 1
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/obj/machinery/emitter/New()
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..()
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return
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/obj/machinery/emitter/Del()
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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
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..()
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/obj/machinery/emitter/update_icon()
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if (active && !(stat & (NOPOWER|BROKEN)))
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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/obj/machinery/emitter/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if(state == 2)
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if(!src.locked)
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if(src.active==1)
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src.active = 0
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user << "You turn off the [src]."
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src.use_power = 1
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investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
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else
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src.active = 1
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user << "You turn on the [src]."
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src.shot_number = 0
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src.fire_delay = 100
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src.use_power = 2
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investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
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update_icon()
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else
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user << "\red The controls are locked!"
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else
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user << "\red The [src] needs to be firmly secured to the floor first."
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return 1
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/obj/machinery/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
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use_power(1000)
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/* if((severity == 1)&&prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1 */
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return 1
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/obj/machinery/containment_field/meteorhit()
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return 0
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/obj/machinery/emitter/process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(src.state != 2)
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src.active = 0
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return
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if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 2
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src.shot_number ++
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else
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src.fire_delay = rand(20,100)
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src.shot_number = 0
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use_power(1000)
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var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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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(5, 1, src)
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s.start()
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A.dir = src.dir
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if(src.dir == 1)//Up
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A.yo = 20
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A.xo = 0
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else if(src.dir == 2)//Down
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A.yo = -20
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A.xo = 0
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else if(src.dir == 4)//Right
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A.yo = 0
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A.xo = 20
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else if(src.dir == 8)//Left
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A.yo = 0
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A.xo = -20
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else // Any other
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A.yo = -20
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A.xo = 0
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A.process()
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/obj/machinery/emitter/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the [src] to the floor."
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else
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user << "\red You need more welding fuel to complete this task."
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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else
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user << "\red You need more welding fuel to complete this task."
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return
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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user << "\red The lock seems to be broken"
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return
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if(src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is online"
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else
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user << "\red Access denied."
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return
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if(istype(W, /obj/item/weapon/card/emag) && !emagged)
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locked = 0
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emagged = 1
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user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
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return
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..()
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return
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/obj/machinery/emitter/power_change()
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..()
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update_icon()
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return
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