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Secborgs now have modified tasers:
- It holds 6 shots - It recharges one shot every 10 seconds automatically Secborgs can no longer run faster then the speed of light. They have standard borg speed. Changelog updated. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3365 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -52,5 +52,5 @@
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var/weaponlock_time = 120
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var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
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var/lockcharge //Used when locking down a borg to preserve cell charge
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var/speed = 0 //Cause sec borgs gotta go fast
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//var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
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var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
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@@ -1034,6 +1034,12 @@
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maxcharge = 500
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g_amt = 40
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/obj/item/weapon/cell/secborg
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name = "\improper Security borg rechargable D battery"
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origin_tech = "powerstorage=0"
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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g_amt = 40
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/obj/item/weapon/cell/high
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name = "high-capacity power cell"
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origin_tech = "powerstorage=2"
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@@ -93,7 +93,10 @@
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O:icon_state = "flash"
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if(istype(O,/obj/item/weapon/gun/energy/taser/cyborg))
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if(O:power_supply.charge < O:power_supply.maxcharge)
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O:power_supply.give(100)
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O:power_supply.give(O:charge_cost)
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O:update_icon()
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else
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O:charge_tick = 0
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if(istype(O,/obj/item/weapon/melee/baton))
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if(O:charges < 10)
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O:charges += 1
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@@ -122,7 +122,7 @@
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hands.icon_state = "security"
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icon_state = "bloodhound"
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modtype = "Sec"
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speed = -1
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//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
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nopush = 1
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feedback_inc("cyborg_security",1)
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@@ -151,6 +151,7 @@
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src.modules += new /obj/item/borg/sight/hud/sec(src)
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src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
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src.modules += new /obj/item/weapon/melee/baton(src)
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src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
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src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
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return
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@@ -6,9 +6,11 @@
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if(..()) return 1
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return 0
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/* No longer needed, but I'll leave it here incase we plan to re-use it.
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/mob/living/silicon/robot/movement_delay()
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var/tally = 0 //Incase I need to add stuff other than "speed" later
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tally = speed
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return tally
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return tally
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*/
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@@ -8,19 +8,40 @@
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/crap"
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/obj/item/weapon/gun/energy/taser/cyborg
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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fire_sound = 'Taser.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/secborg"
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var/charge_tick = 0
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var/recharge_time = 10 //Time it takes for shots to recharge (in seconds)
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New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/taser/cyborg/load_into_chamber()//TOOD: change this over to the slowly recharge other cell
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if(in_chamber)
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Del()
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processing_objects.Remove(src)
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..()
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process() //Every [recharge_time] seconds, recharge a shot for the cyborg
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(charge_cost) //Take power from the borg...
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(charge_cost)
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in_chamber = new /obj/item/projectile/energy/electrode(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/stunrevolver
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