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453080616b
* Update supermatter.dm * fix * clamps these * gwah * Stops tesla from zapping unwrenched coils * tesla upgrade * unglobals this * fix these * Update coil.dm * Update coil.dm * Descriptions * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * ranges * UGH * Update vorestation.dme * meth * monster math * Update coil.dm * Update coil.dm * Update coil.dm * THEY DID THE MATH * the monster math * egwah * desc * Update coil.dm * Returns * Update coil.dm * Lowers amount gained * this * im dumb * tesy * Update coil.dm * Update coil.dm * fixes initial density on blast doors * dot * fixes these * Mapper Tools * icon * these * Fixes the sound following people * recursive geigers * Make this a proc * Update supermatter.dm * less ear destroying * these * makes canisters not get softlocked * Hotkeys * proper return * Makes shield gen useful. Gets rid of a harddel Adds hydromagnetic trap * math * Makes buttons more clear. * lol * Fixes ancient runtime * Adds craftable mass driver buttons * button * fixes this * Makes misclicks not destroy solar panels * Update solar.dm * fix this * make them both numbers * upports reflectors * Update reflector.dm * Update reflectors.dm * solar panel and climbable * Gets rid of 'as X' * Adds account console * Update vorestation.dme * Craftable message server * Update message_server.dm * These * con struct * Update smartfridge.dm * whoop * edits
47 lines
1.3 KiB
Plaintext
47 lines
1.3 KiB
Plaintext
/obj/machinery/power/emitter
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icon = 'icons/obj/singularity_vr.dmi' // New emitter sprite
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icon_state = "emitter0"
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var/previous_state = 0
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/obj/machinery/power/emitter/Initialize(mapload)
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. = ..()
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previous_state = state
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/obj/machinery/power/emitter/update_icon()
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cut_overlays()
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icon_state = "emitter[state]"
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if (state != previous_state)
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flick("emitterflick-[previous_state][state]",src)
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previous_state = state
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if(powered && powernet && avail(active_power_usage) && active)
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var/image/emitterbeam = image(icon,"emitter-beam")
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emitterbeam.plane = PLANE_LIGHTING_ABOVE
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add_overlay(emitterbeam)
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if(locked)
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var/image/emitterlock = image(icon,"emitter-lock")
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emitterlock.plane = PLANE_LIGHTING_ABOVE
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add_overlay(emitterlock)
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// The old emitter sprite
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/obj/machinery/power/emitter/antique
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name = "antique emitter"
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desc = "An old fashioned heavy duty industrial laser."
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icon_state = "emitter"
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/obj/machinery/power/emitter/antique/update_icon()
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if(powered && powernet && avail(active_power_usage) && active)
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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/power/emitter/antique/pre_mapped
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anchored = TRUE
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state = 2
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/obj/machinery/power/emitter/antique/pre_mapped/Initialize(mapload)
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. = ..()
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connect_to_network()
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update_icon()
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