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https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
Single tank bombs.
There's a couple of known issues, and they've not been tested, so they're unticked for now. This includes some adjustments and fixes for other assembly stuff, and it also renames most tanks. Shout at me if this breaks anything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4644 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -11,8 +11,8 @@
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* Oxygen
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*/
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/obj/item/weapon/tank/oxygen
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen"
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name = "oxygen tank"
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desc = "A tank of oxygen."
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icon_state = "oxygen"
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distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
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@@ -32,12 +32,10 @@
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/obj/item/weapon/tank/oxygen/yellow
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen, this one is yellow."
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icon_state = "oxygen_f"
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/obj/item/weapon/tank/oxygen/red
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name = "Gas Tank (Oxygen)"
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desc = "A tank of oxygen, this one is red."
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icon_state = "oxygen_fr"
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@@ -46,8 +44,8 @@
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* Anesthetic
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*/
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/obj/item/weapon/tank/anesthetic
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name = "Gas Tank (Sleeping Agent)"
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desc = "A N2O/O2 gas mix"
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name = "anesthetic tank"
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desc = "A tank with an N2O/O2 gas mix."
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icon_state = "anesthetic"
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item_state = "an_tank"
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@@ -66,7 +64,7 @@
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* Air
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*/
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/obj/item/weapon/tank/air
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name = "Gas Tank (Air Mix)"
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name = "air tank"
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desc = "Mixed anyone?"
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icon_state = "oxygen"
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@@ -90,8 +88,8 @@
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* Plasma
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*/
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/obj/item/weapon/tank/plasma
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name = "Gas Tank (BIOHAZARD)"
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desc = "Contains dangerous plasma. Do not inhale."
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name = "plasma tank"
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desc = "Contains dangerous plasma. Do not inhale. Warning: extremely flammable."
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icon_state = "plasma"
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = null //they have no straps!
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@@ -103,42 +101,6 @@
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src.air_contents.toxins = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
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return
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/obj/item/weapon/tank/plasma/proc/release()
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var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
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loc.assume_air(removed)
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/obj/item/weapon/tank/plasma/proc/ignite()
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var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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loc = null
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if(air_contents.temperature > (T0C + 400))
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strength = fuel_moles/15
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explosion(ground_zero, strength, strength*2, strength*3, strength*4)
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else if(air_contents.temperature > (T0C + 250))
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strength = fuel_moles/20
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explosion(ground_zero, 0, strength, strength*2, strength*3)
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else if(air_contents.temperature > (T0C + 100))
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strength = fuel_moles/25
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explosion(ground_zero, 0, 0, strength, strength*3)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(src.master)
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del(src.master)
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del(src)
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/obj/item/weapon/tank/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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@@ -180,11 +142,11 @@
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usr << sound('sound/effects/alert.ogg')
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/obj/item/weapon/tank/emergency_oxygen/engi
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icon_state = "emergency_engi"
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name = "extended-capacity emergency oxygen tank"
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icon_state = "emergency_engi"
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volume = 6
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/obj/item/weapon/tank/emergency_oxygen/double
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name = "double emergency oxygen tank"
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icon_state = "emergency_double"
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name = "Double Emergency Oxygen Tank"
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volume = 10
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@@ -238,7 +238,10 @@
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else if(pressure > TANK_RUPTURE_PRESSURE)
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//world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]"
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if(integrity <= 0)
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loc.assume_air(air_contents)
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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T.assume_air(air_contents)
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playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
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del(src)
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else
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@@ -247,8 +250,11 @@
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else if(pressure > TANK_LEAK_PRESSURE)
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//world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]"
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if(integrity <= 0)
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
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loc.assume_air(leaked_gas)
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T.assume_air(leaked_gas)
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else
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integrity--
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@@ -4,7 +4,6 @@
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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w_class = 2.0
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m_amt = 100
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g_amt = 0
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153
code/modules/assembly/bomb.dm
Normal file
153
code/modules/assembly/bomb.dm
Normal file
@@ -0,0 +1,153 @@
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/obj/item/device/onetankbomb
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name = "bomb"
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icon = 'tank.dmi'
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item_state = "assembly"
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throwforce = 5
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w_class = 3.0
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throw_speed = 2
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throw_range = 4
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flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary
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var/status = 0 //0 - not readied //1 - bomb finished with welder
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var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
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/obj/item/device/onetankbomb/examine()
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..()
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bombtank.examine()
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/obj/item/device/onetankbomb/update_icon()
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if(bombtank)
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icon_state = bombtank.icon_state
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if(bombassembly)
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overlays += bombassembly.icon_state
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overlays += bombassembly.overlays
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overlays += "bomb_assembly"
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/obj/item/device/onetankbomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/analyzer))
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bombtank.attackby(W, user)
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return
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if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
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user << "<span class='notice'>You disassemble [src].</span>"
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bombassembly.loc = user.loc
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bombassembly.master = null
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bombassembly = null
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bombtank.loc = user.loc
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bombtank.master = null
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bombtank = null
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del(src)
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return
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if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
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if(!status)
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status = 1
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bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
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user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
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else
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status = 0
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bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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user << "<span class='notice'>The hole has been closed.</span>"
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add_fingerprint(user)
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..()
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/obj/item/device/onetankbomb/attack_self(mob/user as mob) //pressing the bomb accesses its assembly
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bombassembly.attack_self(user, 1)
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add_fingerprint(user)
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return
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/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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sleep(10)
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if(!src)
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return
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if(status)
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bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
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/obj/item/device/onetankbomb/HasProximity(atom/movable/AM as mob|obj)
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if(bombassembly)
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bombassembly.HasProximity(AM)
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob) //Bomb assembly proc. This turns assembly+tank into a bomb
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if(istype(W, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/S = W
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if(!S.secured) //Check if the assembly is secured
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return
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if(isigniter(S.a_left) == isigniter(S.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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return
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var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
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user.drop_item() //Remove the assembly from your hands
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user.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
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user.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor.
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R.bombassembly = S //Tell the bomb about its assembly part
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S.master = R //Tell the assembly about its new owner
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S.loc = R //Move the assembly out of the fucking way
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R.bombtank = src //Same for tank
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master = R
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loc = R
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R.update_icon()
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return
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/obj/item/weapon/tank/proc/ignite() //This happens when a bomb is told to explode
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var/fuel_moles = air_contents.toxins + air_contents.oxygen/6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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loc = null
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if(air_contents.temperature > (T0C + 400))
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strength = (fuel_moles/15)
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if(strength >=1)
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explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
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else if(strength >=0.5)
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explosion(ground_zero, 0, 1, 2, 4)
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else if(strength >=0.2)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature > (T0C + 250))
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strength = (fuel_moles/20)
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if(strength >=1)
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explosion(ground_zero, 0, round(strength,1), round(strength*2,1), round(strength*3,1))
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else if (strength >=0.5)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature > (T0C + 100))
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strength = (fuel_moles/25)
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if (strength >=1)
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explosion(ground_zero, -1, 0, round(strength,1), round(strength*3,1))
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(master)
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del(master)
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del(src)
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/obj/item/weapon/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
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var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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T.assume_air(removed)
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@@ -4,7 +4,6 @@
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icon_state = "holder"
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item_state = "assembly"
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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throwforce = 5
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w_class = 2.0
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throw_speed = 3
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@@ -70,6 +69,8 @@
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src.overlays += "[initial(a_right.icon_state)]_right"
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for(var/O in a_right.attached_overlays)
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overlays += "[O]_r"
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if(master)
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master.update_icon()
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/* if(special_assembly)
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special_assembly.update_icon()
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@@ -176,6 +177,8 @@
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a_right.pulsed(0)
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if(a_left != D)
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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// if(special && special_assembly)
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// if(!special_assembly == D)
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// special_assembly.dothings()
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@@ -100,6 +100,8 @@
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signal()
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if(!radio_connection) return
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var/datum/signal/signal = new
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signal.source = src
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signal.encryption = code
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@@ -37,8 +37,7 @@
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timer_end()
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if((!secured)||(cooldown > 0)) return 0
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pulse(0)
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for(var/mob/O in hearers(null, null))
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O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
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visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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