mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* Cleanup world/New * Moves some things from OnReboot SS Shutdowns * Move mode handling procs to ticker * Moves delayed reboot to ticker Cleans up round end sound setting Splits round end animation between SStitle and SSticker * Moves PR announcement to where it can use the define * Clean this bit up * Move out datacore Initialization * Fix some stuff * Fix this for * Different PR * Gives admins reboot options * Make it smaller
550 lines
16 KiB
Plaintext
550 lines
16 KiB
Plaintext
#define NUKESTATE_INTACT 5
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#define NUKESTATE_UNSCREWED 4
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#define NUKESTATE_PANEL_REMOVED 3
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#define NUKESTATE_WELDED 2
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#define NUKESTATE_CORE_EXPOSED 1
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#define NUKESTATE_CORE_REMOVED 0
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#define NUKE_OFF_LOCKED 0
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#define NUKE_OFF_UNLOCKED 1
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#define NUKE_ON_TIMING 2
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#define NUKE_ON_EXPLODING 3
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/obj/machinery/nuclearbomb
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name = "nuclear fission explosive"
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desc = "You probably shouldn't stick around to see if this is armed."
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icon = 'icons/obj/machines/nuke.dmi'
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icon_state = "nuclearbomb_base"
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density = 1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/timer_set = 90
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var/default_timer_set = 90
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var/minimum_timer_set = 90
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var/maximum_timer_set = 3600
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var/ui_style = "nanotrasen"
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var/numeric_input = ""
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var/timing = FALSE
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var/exploding = FALSE
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var/detonation_timer = null
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var/r_code = "ADMIN"
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var/yes_code = FALSE
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var/safety = TRUE
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var/obj/item/weapon/disk/nuclear/auth = null
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use_power = 0
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var/previous_level = ""
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var/obj/item/nuke_core/core = null
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var/deconstruction_state = NUKESTATE_INTACT
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var/lights = ""
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var/interior = ""
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var/obj/effect/countdown/nuclearbomb/countdown
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var/static/bomb_set
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/obj/machinery/nuclearbomb/New()
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..()
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countdown = new(src)
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GLOB.nuke_list += src
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core = new /obj/item/nuke_core(src)
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STOP_PROCESSING(SSobj, core)
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update_icon()
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GLOB.poi_list |= src
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previous_level = get_security_level()
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/obj/machinery/nuclearbomb/Destroy()
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safety = FALSE
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if(!exploding)
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// If we're not exploding, set the alert level back to normal
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set_safety()
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GLOB.poi_list -= src
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GLOB.nuke_list -= src
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if(countdown)
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qdel(countdown)
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countdown = null
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. = ..()
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/obj/machinery/nuclearbomb/examine(mob/user)
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. = ..()
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if(exploding)
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to_chat(user, "It is in the process of exploding. Perhaps reviewing your affairs is in order.")
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if(timing)
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to_chat(user, "There are [get_time_left()] seconds until detonation.")
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/obj/machinery/nuclearbomb/selfdestruct
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name = "station self-destruct terminal"
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desc = "For when it all gets too much to bear. Do not taunt."
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icon = 'icons/obj/machines/nuke_terminal.dmi'
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icon_state = "nuclearbomb_base"
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anchored = TRUE //stops it being moved
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/obj/machinery/nuclearbomb/syndicate
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//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
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/obj/machinery/nuclearbomb/syndicate/New()
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var/obj/machinery/nuclearbomb/existing = locate("syndienuke")
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if(existing)
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qdel(src)
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throw EXCEPTION("Attempted to spawn a syndicate nuke while one already exists at [existing.loc.x],[existing.loc.y],[existing.loc.z]")
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return 0
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tag = "syndienuke"
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return ..()
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/obj/machinery/nuclearbomb/attackby(obj/item/I, mob/user, params)
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if (istype(I, /obj/item/weapon/disk/nuclear))
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if(!user.drop_item())
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return
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I.forceMove(src)
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auth = I
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add_fingerprint(user)
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return
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switch(deconstruction_state)
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if(NUKESTATE_INTACT)
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if(istype(I, /obj/item/weapon/screwdriver/nuke))
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playsound(loc, I.usesound, 100, 1)
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to_chat(user, "<span class='notice'>You start removing [src]'s front panel's screws...</span>")
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if(do_after(user, 60*I.toolspeed,target=src))
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deconstruction_state = NUKESTATE_UNSCREWED
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to_chat(user, "<span class='notice'>You remove the screws from [src]'s front panel.</span>")
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update_icon()
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return
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if(NUKESTATE_UNSCREWED)
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if(istype(I, /obj/item/weapon/crowbar))
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to_chat(user, "<span class='notice'>You start removing [src]'s front panel...</span>")
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playsound(loc, I.usesound, 100, 1)
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if(do_after(user,30*I.toolspeed,target=src))
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to_chat(user, "<span class='notice'>You remove [src]'s front panel.</span>")
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deconstruction_state = NUKESTATE_PANEL_REMOVED
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update_icon()
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return
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if(NUKESTATE_PANEL_REMOVED)
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/welder = I
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playsound(loc, I.usesound, 100, 1)
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to_chat(user, "<span class='notice'>You start cutting [src]'s inner plate...</span>")
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if(welder.remove_fuel(1,user))
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if(do_after(user,80*I.toolspeed,target=src))
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to_chat(user, "<span class='notice'>You cut [src]'s inner plate.</span>")
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deconstruction_state = NUKESTATE_WELDED
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update_icon()
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return
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if(NUKESTATE_WELDED)
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if(istype(I, /obj/item/weapon/crowbar))
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to_chat(user, "<span class='notice'>You start prying off [src]'s inner plate...</span>")
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playsound(loc, I.usesound, 100, 1)
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if(do_after(user,50*I.toolspeed,target=src))
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to_chat(user, "<span class='notice'>You pry off [src]'s inner plate. You can see the core's green glow!</span>")
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deconstruction_state = NUKESTATE_CORE_EXPOSED
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update_icon()
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START_PROCESSING(SSobj, core)
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return
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if(NUKESTATE_CORE_EXPOSED)
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if(istype(I, /obj/item/nuke_core_container))
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var/obj/item/nuke_core_container/core_box = I
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to_chat(user, "<span class='notice'>You start loading the plutonium core into [core_box]...</span>")
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if(do_after(user,50,target=src))
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if(core_box.load(core, user))
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to_chat(user, "<span class='notice'>You load the plutonium core into [core_box].</span>")
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deconstruction_state = NUKESTATE_CORE_REMOVED
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update_icon()
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core = null
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else
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to_chat(user, "<span class='warning'>You fail to load the plutonium core into [core_box]. [core_box] has already been used!</span>")
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return
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if(istype(I, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/M = I
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if(M.amount >= 20)
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to_chat(user, "<span class='notice'>You begin repairing [src]'s inner metal plate...</span>")
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if(do_after(user, 100, target=src))
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if(M.use(20))
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to_chat(user, "<span class='notice'>You repair [src]'s inner metal plate. The radiation is contained.</span>")
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deconstruction_state = NUKESTATE_PANEL_REMOVED
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STOP_PROCESSING(SSobj, core)
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need more metal to do that!</span>")
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else
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to_chat(user, "<span class='warning'>You need more metal to do that!</span>")
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return
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. = ..()
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/obj/machinery/nuclearbomb/proc/get_nuke_state()
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if(exploding)
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return NUKE_ON_EXPLODING
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if(timing)
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return NUKE_ON_TIMING
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if(safety)
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return NUKE_OFF_LOCKED
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else
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return NUKE_OFF_UNLOCKED
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/obj/machinery/nuclearbomb/update_icon()
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if(deconstruction_state == NUKESTATE_INTACT)
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switch(get_nuke_state())
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if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
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icon_state = "nuclearbomb_base"
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update_icon_interior()
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update_icon_lights()
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if(NUKE_ON_TIMING)
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cut_overlays()
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icon_state = "nuclearbomb_timing"
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if(NUKE_ON_EXPLODING)
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cut_overlays()
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icon_state = "nuclearbomb_exploding"
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else
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icon_state = "nuclearbomb_base"
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update_icon_interior()
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update_icon_lights()
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/obj/machinery/nuclearbomb/proc/update_icon_interior()
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cut_overlay(interior)
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switch(deconstruction_state)
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if(NUKESTATE_UNSCREWED)
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interior = "panel-unscrewed"
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if(NUKESTATE_PANEL_REMOVED)
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interior = "panel-removed"
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if(NUKESTATE_WELDED)
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interior = "plate-welded"
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if(NUKESTATE_CORE_EXPOSED)
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interior = "plate-removed"
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if(NUKESTATE_CORE_REMOVED)
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interior = "core-removed"
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if(NUKESTATE_INTACT)
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return
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add_overlay(interior)
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/obj/machinery/nuclearbomb/proc/update_icon_lights()
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if(lights)
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cut_overlay(lights)
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switch(get_nuke_state())
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if(NUKE_OFF_LOCKED)
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lights = ""
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return
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if(NUKE_OFF_UNLOCKED)
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lights = "lights-safety"
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if(NUKE_ON_TIMING)
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lights = "lights-timing"
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if(NUKE_ON_EXPLODING)
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lights = "lights-exploding"
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add_overlay(lights)
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/obj/machinery/nuclearbomb/process()
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if(timing && !exploding)
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bomb_set = TRUE
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if(detonation_timer < world.time)
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explode()
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else
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var/volume = (get_time_left() <= 20 ? 30 : 5)
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playsound(loc, 'sound/items/timer.ogg', volume, 0)
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/obj/machinery/nuclearbomb/attack_paw(mob/user)
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return attack_hand(user)
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/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "nuclear_bomb", name, 500, 600, master_ui, state)
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ui.set_style(ui_style)
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ui.open()
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/obj/machinery/nuclearbomb/ui_data(mob/user)
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var/list/data = list()
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data["disk_present"] = auth
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data["code_approved"] = yes_code
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var/first_status
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if(auth)
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if(yes_code)
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first_status = timing ? "Func/Set" : "Functional"
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else
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first_status = "Auth S2."
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else
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if(timing)
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first_status = "Set"
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else
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first_status = "Auth S1."
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var/second_status = safety ? "Safe" : "Engaged"
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data["status1"] = first_status
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data["status2"] = second_status
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data["anchored"] = anchored
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data["safety"] = safety
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data["timing"] = timing
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data["time_left"] = get_time_left()
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data["timer_set"] = timer_set
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data["timer_is_not_default"] = timer_set != default_timer_set
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data["timer_is_not_min"] = timer_set != minimum_timer_set
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data["timer_is_not_max"] = timer_set != maximum_timer_set
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var/message = "AUTH"
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if(auth)
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message = "[numeric_input]"
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if(yes_code)
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message = "*****"
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data["message"] = message
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return data
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/obj/machinery/nuclearbomb/ui_act(action, params)
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if(..())
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return
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switch(action)
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if("eject_disk")
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if(auth && auth.loc == src)
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auth.forceMove(get_turf(src))
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auth = null
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. = TRUE
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if("insert_disk")
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if(!auth)
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var/obj/item/I = usr.get_active_held_item()
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if(istype(I, /obj/item/weapon/disk/nuclear))
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usr.drop_item()
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I.forceMove(src)
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auth = I
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. = TRUE
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if("keypad")
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if(auth)
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var/digit = params["digit"]
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switch(digit)
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if("R")
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numeric_input = ""
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yes_code = FALSE
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. = TRUE
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if("E")
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if(numeric_input == r_code)
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numeric_input = ""
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yes_code = TRUE
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. = TRUE
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else
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numeric_input = "ERROR"
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if("0","1","2","3","4","5","6","7","8","9")
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if(numeric_input != "ERROR")
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numeric_input += digit
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if(length(numeric_input) > 5)
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numeric_input = "ERROR"
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. = TRUE
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if("timer")
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if(auth && yes_code)
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var/change = params["change"]
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if(change == "reset")
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timer_set = default_timer_set
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else if(change == "decrease")
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timer_set = max(minimum_timer_set, timer_set - 10)
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else if(change == "increase")
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timer_set = min(maximum_timer_set, timer_set + 10)
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else if(change == "input")
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var/user_input = input(usr, "Set time to detonation.", name) as null|num
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if(!user_input)
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return
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var/N = text2num(user_input)
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if(!N)
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return
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timer_set = Clamp(N,minimum_timer_set,maximum_timer_set)
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. = TRUE
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if("safety")
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if(auth && yes_code)
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set_safety()
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if("anchor")
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if(auth && yes_code)
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set_anchor()
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if("toggle_timer")
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if(auth && yes_code && !safety)
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set_active()
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/obj/machinery/nuclearbomb/proc/set_anchor()
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if(!isinspace())
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anchored = !anchored
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else
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to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
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/obj/machinery/nuclearbomb/proc/set_safety()
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safety = !safety
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if(safety)
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if(timing)
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set_security_level(previous_level)
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for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(initial(S.mode))
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S.nuke_warning = FALSE
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timing = FALSE
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bomb_set = TRUE
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detonation_timer = null
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countdown.stop()
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update_icon()
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/obj/machinery/nuclearbomb/proc/set_active()
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if(safety && !bomb_set)
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to_chat(usr, "<span class='danger'>The safety is still on.</span>")
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return
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timing = !timing
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if(timing)
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previous_level = get_security_level()
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bomb_set = TRUE
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set_security_level("delta")
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detonation_timer = world.time + (timer_set * 10)
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for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(TRACK_INFILTRATOR)
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countdown.start()
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else
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bomb_set = FALSE
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detonation_timer = null
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set_security_level(previous_level)
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for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
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S.switch_mode_to(initial(S.mode))
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S.nuke_warning = FALSE
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countdown.stop()
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update_icon()
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/obj/machinery/nuclearbomb/proc/get_time_left()
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if(timing)
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. = round(max(0, detonation_timer - world.time) / 10, 1)
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else
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. = timer_set
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/obj/machinery/nuclearbomb/blob_act(obj/structure/blob/B)
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if(exploding)
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return
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qdel(src)
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/obj/machinery/nuclearbomb/tesla_act(power, explosive)
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..()
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if(explosive)
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qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
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#define NUKERANGE 127
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/obj/machinery/nuclearbomb/proc/explode()
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if(safety)
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timing = FALSE
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return
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exploding = TRUE
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yes_code = FALSE
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safety = TRUE
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update_icon()
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for(var/mob/M in GLOB.player_list)
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M << 'sound/machines/Alarm.ogg'
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if(SSticker && SSticker.mode)
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SSticker.mode.explosion_in_progress = 1
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sleep(100)
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if(!core)
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SSticker.station_explosion_cinematic(3,"no_core",src)
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SSticker.mode.explosion_in_progress = 0
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return
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GLOB.enter_allowed = 0
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var/off_station = 0
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var/turf/bomb_location = get_turf(src)
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var/area/A = get_area(bomb_location)
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if(bomb_location && (bomb_location.z == ZLEVEL_STATION))
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if(istype(A, /area/space))
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off_station = NUKE_MISS_STATION
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if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
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off_station = NUKE_MISS_STATION
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else if(istype(A, /area/syndicate_mothership) || (istype(A,/area/shuttle/syndicate) && bomb_location.z == ZLEVEL_CENTCOM))
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off_station = NUKE_SYNDICATE_BASE
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else
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off_station = NUKE_NEAR_MISS
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if(istype(SSticker.mode, /datum/game_mode/nuclear))
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var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
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var/datum/game_mode/nuclear/NM = SSticker.mode
|
|
NM.syndies_didnt_escape = (Shuttle && Shuttle.z == ZLEVEL_CENTCOM) ? 0 : 1
|
|
NM.nuke_off_station = off_station
|
|
|
|
SSticker.station_explosion_cinematic(off_station,null,src)
|
|
if(SSticker.mode)
|
|
if(istype(SSticker.mode, /datum/game_mode/nuclear))
|
|
var/datum/game_mode/nuclear/NM = SSticker.mode
|
|
NM.nukes_left --
|
|
if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
|
|
SSticker.Reboot("Station destroyed by Nuclear Device.", "end_error", "nuke - unhandled ending")
|
|
|
|
|
|
/*
|
|
This is here to make the tiles around the station mininuke change when it's armed.
|
|
*/
|
|
|
|
/obj/machinery/nuclearbomb/selfdestruct/set_anchor()
|
|
return
|
|
|
|
/obj/machinery/nuclearbomb/selfdestruct/set_active()
|
|
..()
|
|
if(timing)
|
|
SSmapping.add_nuke_threat(src)
|
|
else
|
|
SSmapping.remove_nuke_threat(src)
|
|
|
|
/obj/machinery/nuclearbomb/selfdestruct/set_safety()
|
|
..()
|
|
if(timing)
|
|
SSmapping.add_nuke_threat(src)
|
|
else
|
|
SSmapping.remove_nuke_threat(src)
|
|
|
|
//==========DAT FUKKEN DISK===============
|
|
/obj/item/weapon/disk
|
|
icon = 'icons/obj/module.dmi'
|
|
w_class = WEIGHT_CLASS_TINY
|
|
item_state = "card-id"
|
|
icon_state = "datadisk0"
|
|
|
|
/obj/item/weapon/disk/nuclear
|
|
name = "nuclear authentication disk"
|
|
desc = "Better keep this safe."
|
|
icon_state = "nucleardisk"
|
|
persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
|
|
obj_integrity = 250
|
|
max_integrity = 250
|
|
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
|
|
|
/obj/item/weapon/disk/nuclear/New()
|
|
..()
|
|
GLOB.poi_list |= src
|
|
set_stationloving(TRUE, inform_admins=TRUE)
|
|
|
|
/obj/item/weapon/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
|
|
if(istype(I, /obj/item/weapon/claymore/highlander))
|
|
var/obj/item/weapon/claymore/highlander/H = I
|
|
if(H.nuke_disk)
|
|
to_chat(user, "<span class='notice'>Wait... what?</span>")
|
|
qdel(H.nuke_disk)
|
|
H.nuke_disk = null
|
|
return
|
|
user.visible_message("<span class='warning'>[user] captures [src]!</span>", "<span class='userdanger'>You've got the disk! Defend it with your life!</span>")
|
|
loc = H
|
|
H.nuke_disk = src
|
|
return 1
|
|
return ..()
|
|
|
|
/obj/item/weapon/disk/nuclear/Destroy(force=FALSE)
|
|
// respawning is handled in /obj/Destroy()
|
|
if(force)
|
|
GLOB.poi_list -= src
|
|
. = ..()
|
|
|
|
/obj/item/weapon/disk/nuclear/suicide_act(mob/user)
|
|
user.visible_message("<span class='suicide'>[user] is going delta! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
|
playsound(user.loc, 'sound/machines/Alarm.ogg', 50, -1, 1)
|
|
var/end_time = world.time + 100
|
|
var/newcolor = "#00FF00"
|
|
while(world.time < end_time)
|
|
if(!user)
|
|
return
|
|
if(newcolor == "#FF0000")
|
|
newcolor = "#00FF00"
|
|
else
|
|
newcolor = "#FF0000"
|
|
user.add_atom_colour(newcolor, ADMIN_COLOUR_PRIORITY)
|
|
sleep(1)
|
|
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
|
|
user.visible_message("<span class='suicide'>[user] was destroyed by the nuclear blast!</span>")
|
|
return OXYLOSS
|
|
|
|
/obj/item/weapon/disk/fakenucleardisk
|
|
name = "cheap plastic imitation of the nuclear authentication disk"
|
|
desc = "Broken dreams and a faint odor of cheese."
|
|
icon_state = "nucleardisk"
|