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* Steals tg's span macros * Fix alphabet * Updated some more spans * Misses a conflict * Fix compile errors * Converts more spans * oops
182 lines
5.4 KiB
Plaintext
182 lines
5.4 KiB
Plaintext
#define STASIS_TOGGLE_COOLDOWN 50
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/obj/machinery/stasis
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name = "Lifeform Stasis Unit"
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desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
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icon = 'icons/obj/machines/stasis.dmi'
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icon_state = "stasis"
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density = FALSE
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can_buckle = TRUE
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buckle_lying = 90
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circuit = /obj/item/circuitboard/machine/stasis
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idle_power_usage = 40
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active_power_usage = 340
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fair_market_price = 10
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payment_department = ACCOUNT_MED
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var/stasis_enabled = TRUE
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var/last_stasis_sound = FALSE
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var/stasis_can_toggle = 0
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var/mattress_state = "stasis_on"
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var/obj/effect/overlay/vis/mattress_on
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var/mob/living/carbon/human/patient = null
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var/obj/machinery/computer/operating/computer = null
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/obj/machinery/stasis/Initialize()
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. = ..()
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for(var/direction in GLOB.cardinals)
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computer = locate(/obj/machinery/computer/operating, get_step(src, direction))
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if(computer)
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computer.sbed = src
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break
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/obj/machinery/stasis/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to [stasis_enabled ? "turn off" : "turn on"] the machine.")
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if(obj_flags & EMAGGED)
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. += span_warning("There's a worrying blue mist surrounding it.")
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/obj/machinery/stasis/proc/play_power_sound()
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var/_running = stasis_running()
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if(last_stasis_sound != _running)
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var/sound_freq = rand(5120, 8800)
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if(_running)
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playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, frequency = sound_freq)
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else
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playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, frequency = sound_freq)
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last_stasis_sound = _running
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/obj/machinery/stasis/AltClick(mob/user)
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if(world.time >= stasis_can_toggle && user.canUseTopic(src, !issilicon(user)))
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stasis_enabled = !stasis_enabled
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stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN
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playsound(src, 'sound/machines/click.ogg', 60, TRUE)
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play_power_sound()
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update_icon()
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/obj/machinery/stasis/Exited(atom/movable/AM, atom/newloc)
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if(AM == occupant)
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var/mob/living/L = AM
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if(IS_IN_STASIS(L))
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thaw_them(L)
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. = ..()
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/obj/machinery/stasis/proc/stasis_running()
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return stasis_enabled && is_operational()
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/obj/machinery/stasis/update_icon()
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. = ..()
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var/_running = stasis_running()
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var/list/overlays_to_remove = managed_vis_overlays
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if(mattress_state)
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if(!mattress_on || !managed_vis_overlays)
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mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, layer, plane, dir, alpha = 0, unique = TRUE)
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if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
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var/new_alpha = _running ? 255 : 0
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var/easing_direction = _running ? EASE_OUT : EASE_IN
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animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
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overlays_to_remove = managed_vis_overlays - mattress_on
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SSvis_overlays.remove_vis_overlay(src, overlays_to_remove)
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if(stat & BROKEN)
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icon_state = "stasis_broken"
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return
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if(panel_open || stat & MAINT)
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icon_state = "stasis_maintenance"
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return
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icon_state = "stasis"
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/obj/machinery/stasis/obj_break(damage_flag)
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. = ..()
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if(.)
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play_power_sound()
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/obj/machinery/stasis/power_change()
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. = ..()
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play_power_sound()
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/obj/machinery/stasis/proc/chill_out(mob/living/target)
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if(target != occupant)
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return
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var/freq = rand(24750, 26550)
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playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
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target.apply_status_effect(STATUS_EFFECT_STASIS, null, TRUE)
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target.ExtinguishMob()
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use_power = ACTIVE_POWER_USE
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if(obj_flags & EMAGGED)
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to_chat(target, span_warning("Your limbs start to feel numb..."))
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/obj/machinery/stasis/proc/thaw_them(mob/living/target)
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target.remove_status_effect(STATUS_EFFECT_STASIS)
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if(target == occupant)
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use_power = IDLE_POWER_USE
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/obj/machinery/stasis/post_buckle_mob(mob/living/L)
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if(!can_be_occupant(L))
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return
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occupant = L
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if(stasis_running() && check_nap_violations())
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chill_out(L)
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update_icon()
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check_patient()
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/obj/machinery/stasis/proc/check_patient()
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var/mob/living/carbon/human/M = occupant
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if(M)
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patient = M
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return TRUE
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else
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patient = null
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return FALSE
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/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
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thaw_them(L)
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if(L == occupant)
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occupant = null
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update_icon()
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check_patient()
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/obj/machinery/stasis/process()
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if( !( occupant && isliving(occupant) && check_nap_violations() ) )
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use_power = IDLE_POWER_USE
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return
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var/mob/living/L_occupant = occupant
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if(stasis_running())
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if(!IS_IN_STASIS(L_occupant))
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chill_out(L_occupant)
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if(obj_flags & EMAGGED && L_occupant.getStaminaLoss() <= 200)
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L_occupant.adjustStaminaLoss(5)
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else if(IS_IN_STASIS(L_occupant))
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thaw_them(L_occupant)
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/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
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. = default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I)
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update_icon()
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/obj/machinery/stasis/wrench_act(mob/living/user, obj/item/I)
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if(default_change_direction_wrench(user, I))
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return TRUE
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/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
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return default_deconstruction_crowbar(I)
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/obj/machinery/stasis/nap_violation(mob/violator)
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unbuckle_mob(violator, TRUE)
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/obj/machinery/stasis/attack_robot(mob/user)
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if(Adjacent(user) && occupant)
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unbuckle_mob(occupant)
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else
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..()
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/obj/machinery/stasis/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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to_chat(user, span_warning("The stasis bed's safeties are already overriden!"))
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return
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to_chat(user, span_notice("You override the stasis bed's safeties!"))
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obj_flags |= EMAGGED
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#undef STASIS_TOGGLE_COOLDOWN
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