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https://github.com/vgstation-coders/vgstation13.git
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Dubbed the "Bag of Holding", this latest wonder is a backpack that has had the interior filled with a Bluespace generator. This allows for unmatched item storage potential! The generator has proven perfectly reliable under light use, but heavy loads have been proven to cause strain, eventually leading to total failure and loss of any stored items. Additionally, the generator does NOT play nice with other applications of Bluespace, do not wear or carry the device while attempting to teleport, or attempt to place one into the Bluespace pocket of a second device. The Bluespace interface has been observed to destabilize gravitational singularities. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1176 316c924e-a436-60f5-8080-3fe189b3f50e
424 lines
11 KiB
Plaintext
424 lines
11 KiB
Plaintext
var/global/list/uneatable = list(
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/obj/machinery/singularity,
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/turf/space,/obj/effects,
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/obj/overlay)
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/obj/machinery/singularity/
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name = "Gravitational Singularity"
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desc = "A Gravitational Singularity."
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icon = 'singularity.dmi'
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icon_state = "singularity_s1"
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anchored = 1
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density = 1
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layer = 6
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unacidable = 1 //Don't comment this out.
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use_power = 0
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var
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current_size = 1
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allowed_size = 1
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contained = 1 //Are we going to move around?
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energy = 100 //How strong are we?
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dissipate = 1 //Do we lose energy over time?
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1 //How much energy do we lose?
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move_self = 1 //Do we move on our own?
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grav_pull = 4 //How many tiles out do we pull?
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consume_range = 0 //How many tiles out do we eat
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event_chance = 15 //Prob for event each tick
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New(loc, var/starting_energy = 50, var/temp = 0)
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src.energy = starting_energy
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if(temp)
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spawn(temp)
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del(src)
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..()
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return
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Del()
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//Could have it do something bad when this happens, explode/implode or something
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..()
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attack_hand(mob/user as mob)
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consume(user)
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return 1
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blob_act(severity)
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return
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ex_act(severity)
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switch(severity)
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if(1.0)
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if(prob(10))
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del(src)
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return
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else
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energy += 50
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if(2.0 to 3.0)
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energy += round((rand(20,60)/2),1)
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return
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return
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Bump(atom/A)
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consume(A)
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return
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Bumped(atom/A)
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consume(A)
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return
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process()
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eat()
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dissipate()
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check_energy()
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if(current_size >= 3)
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move()
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if(current_size <= 7)
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pulse()
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if(current_size >= 5)
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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return
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attack_ai() //to prevent ais from gibbing themselves when they click on one.
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return
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proc
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dissipate()
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if(!dissipate)
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return
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if(dissipate_track >= dissipate_delay)
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src.energy -= dissipate_strength
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dissipate_track = 0
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else
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dissipate_track++
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expand(var/force_size = 0)
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var/temp_allowed_size = src.allowed_size
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if(force_size)
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temp_allowed_size = force_size
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switch(temp_allowed_size)
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if(1)
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current_size = 1
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icon = 'singularity.dmi'
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icon_state = "singularity_s1"
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pixel_x = 0
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pixel_y = 0
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grav_pull = 4
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consume_range = 0
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 1
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if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
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current_size = 3
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icon = '96x96.dmi'
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icon_state = "singularity_s3"
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pixel_x = -32
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pixel_y = -32
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grav_pull = 6
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consume_range = 1
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dissipate_delay = 5
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dissipate_track = 0
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dissipate_strength = 5
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if(5)
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if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
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current_size = 5
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icon = '160x160.dmi'
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icon_state = "singularity_s5"
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pixel_x = -64
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pixel_y = -64
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grav_pull = 8
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consume_range = 2
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dissipate_delay = 4
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dissipate_track = 0
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dissipate_strength = 20
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if(7)
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if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
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current_size = 7
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icon = '224x224.dmi'
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icon_state = "singularity_s7"
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pixel_x = -96
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pixel_y = -96
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grav_pull = 10
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consume_range = 3
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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if(9)//this one also lacks a check for gens because it eats everything
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current_size = 9
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icon = '288x288.dmi'
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icon_state = "singularity_s9"
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pixel_x = -128
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pixel_y = -128
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grav_pull = 15//This might cause some lag, dono though
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consume_range = 4
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dissipate = 0 //It cant go smaller due to e loss
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if(current_size == allowed_size)
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return 1
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else if(current_size < (--temp_allowed_size))
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expand(temp_allowed_size)
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else
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return 0
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check_energy()
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if(energy <= 0)
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del(src)
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return 0
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switch(energy)//Some of these numbers might need to be changed up later -Mport
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if(1 to 199)
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allowed_size = 1
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if(200 to 499)
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allowed_size = 3
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if(500 to 999)
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allowed_size = 5
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if(1000 to 1999)
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allowed_size = 7
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if(2000 to INFINITY)
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allowed_size = 9
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if(current_size != allowed_size)
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expand()
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return 1
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eat()
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for(var/atom/X in orange(consume_range,src))
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if(isarea(X))
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continue
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consume(X)
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for(var/atom/X in orange(grav_pull,src))
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if(isarea(X))
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continue
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if(is_type_in_list(X, uneatable))
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continue
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if(!isturf(X))
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if((!X:anchored && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
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step_towards(X,src)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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continue
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step_towards(H,src)
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return
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consume(var/atom/A)
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if (istype(A,/obj/item/weapon/storage/backpack/holding))
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del(A)
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explosion(src.loc,10,15,20,40)
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if(src) del(src)
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return
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var/gain = 0
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if(is_type_in_list(A, uneatable))
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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gain = 20
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if(istype(A,/mob/living/carbon/human))
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if(A:mind)
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if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
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gain = 100
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A:gib()
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else if(istype(A,/obj/))
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A:ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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src.consume(O)
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A:ReplaceWithSpace()
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gain = 2
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src.energy += gain
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return
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move(var/movement_dir = 0)
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if(!move_self)
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return 0
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if(!(movement_dir in cardinal))
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movement_dir = pick(NORTH, SOUTH, EAST, WEST)
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if(current_size >= 9)//The superlarge one does not care about things in its way
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spawn(0)
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step(src, movement_dir)
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spawn(1)
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step(src, movement_dir)
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return 1
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else if(check_turfs_in(movement_dir))
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spawn(0)
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step(src, movement_dir)
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return 1
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return 0
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check_turfs_in(var/direction = 0, var/step = 0)
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if(!direction)
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return 0
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var/steps = 0
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if(!step)
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switch(current_size)
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if(1)
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steps = 1
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if(3)
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steps = 3//Yes this is right
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if(5)
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steps = 3
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if(7)
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steps = 4
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if(9)
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steps = 5
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else
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steps = step
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var/list/turfs = list()
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var/turf/T = src.loc
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for(var/i = 1 to steps)
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T = get_step(T,direction)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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var/dir2 = 0
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var/dir3 = 0
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switch(direction)
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if(NORTH||SOUTH)
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dir2 = 4
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dir3 = 8
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if(EAST||WEST)
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dir2 = 1
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dir3 = 2
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var/turf/T2 = T
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for(var/j = 1 to steps)
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T2 = get_step(T2,dir2)
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if(!isturf(T2))
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return 0
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turfs.Add(T2)
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for(var/k = 1 to steps)
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T = get_step(T,dir3)
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if(!isturf(T))
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return 0
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turfs.Add(T)
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for(var/turf/T3 in turfs)
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if(isnull(T3))
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continue
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if(!can_move(T3))
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return 0
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return 1
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can_move(var/turf/T)
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if(!T)
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return 0
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if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
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return 0
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else if(locate(/obj/machinery/field_generator) in T)
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var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
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if(G && G.active)
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return 0
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else if(locate(/obj/machinery/shieldwallgen) in T)
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var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
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if(S && S.active)
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return 0
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return 1
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event()
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var/numb = pick(1,2,3,4,5,6)
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switch(numb)
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if(1)//EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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mezzer()
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else
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return 0
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return 1
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toxmob()
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var/toxrange = 8
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if (src.energy>1000)
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toxrange += 6
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var/toxloss = 4
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var/radiation = 5
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if (src.energy>200)
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toxloss = round(((src.energy-150)/50)*4,1)
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radiation = round(((src.energy-150)/50)*5,1)
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for(var/mob/living/carbon/M in view(toxrange, src.loc))
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if(istype(M,/mob/living/carbon/human))
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var/P = 0
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if(M:wear_suit)
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P += M:wear_suit.radiation_protection
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if(M:head)
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P += M:head.radiation_protection
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if (P > 0)
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if (P >= 1)
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if(M:wear_suit)
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M << "The [M:wear_suit] beeps, indicating it just received a burst of radiation. Good thing you had it on."
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else if (M:head)
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M << "The [M:head] beeps, indicating it just received a burst of radiation. Good thing you had it on."
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else
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M << "Your body deflects all the radiation"
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return
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if (toxloss >= 100)
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toxloss = 100 - (P * 100) //a suit and/or headgear which protects you from 10% radiation will make you only receive 90 damage even if you're showered with a MILLION points of toxloss
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else
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toxloss = toxloss - (P * toxloss)
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if (radiation > 15)
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radiation = 15 - (15 * P)
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else
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radiation = radiation - (P * radiation)
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if(M:wear_suit)
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M << "\red The [M:wear_suit] absorbs some of the radiation from the singularity."
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else if (M:head)
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M << "\red The [M:head] absorbs some of the radiation from the singularity."
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else
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M << "\red Your body protects you from some of the radiation."
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else
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if(prob(50))
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M << "\red <b>You feel odd.</b>"
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else
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M << "\red <b>You feel sick.</b>"
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M.toxloss += toxloss
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M.radiation += radiation
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M.updatehealth()
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return
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mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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if(istype(M,/mob/living/carbon/human))
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if(istype(M:glasses,/obj/item/clothing/glasses/meson))
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M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
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return
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M << "\red You look directly into The [src.name] and feel weak."
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if (M:stunned < 3)
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M.stunned = 3
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
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return
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emp_area()
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empulse(src, 6, 8)
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return
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pulse()
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for(var/obj/machinery/power/rad_collector/R in orange(15,src))
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if(istype(R,/obj/machinery/power/rad_collector))
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R.receive_pulse(energy)
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return |