mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
377 lines
11 KiB
Plaintext
377 lines
11 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/power/emitter
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name = "emitter"
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desc = "A heavy duty industrial laser"
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter0"
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anchored = 0
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density = 1
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req_access = list(access_engine_equip)
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use_power = 0
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idle_power_usage = 10
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active_power_usage = 300
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var/active = 0
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var/powered = 0
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var/fire_delay = 100
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var/last_shot = 0
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var/shot_number = 0
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var/locked = 0
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var/previous_state = 0//for update_icon() purposes
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machine_flags = EMAGGABLE | WRENCHMOVE | FIXED2WORK | WELD_FIXED | MULTITOOL_MENU
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var/frequency = 0
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var/datum/radio_frequency/radio_connection
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//Now uses a constant beam.
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var/obj/effect/beam/emitter/beam = null
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/obj/machinery/power/emitter/antique
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name = "antique emitter"
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desc = "An old fashioned heavy duty industrial laser"
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icon_state = "emitter"
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/obj/machinery/power/emitter/antique/update_icon()
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if(powered && get_powernet() && avail(active_power_usage) && active)
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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/obj/machinery/power/emitter/New(var/turf/loc)
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..()
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previous_state = state
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//Radio remote control
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/obj/machinery/power/emitter/proc/set_frequency(new_frequency)
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radio_controller.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
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/obj/machinery/power/emitter/verb/rotate_cw()
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set name = "Rotate (Clockwise)"
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set category = "Object"
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set src in oview(1)
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if(src.anchored || usr:stat)
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to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
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return 0
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src.dir = turn(src.dir, -90)
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return 1
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/obj/machinery/power/emitter/verb/rotate_ccw()
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set name = "Rotate (Counter-Clockwise)"
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set category = "Object"
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set src in oview(1)
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if(src.anchored || usr:stat)
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to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
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return 0
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src.dir = turn(src.dir, 90)
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return 1
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/obj/machinery/power/emitter/initialize()
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..()
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if(state == 2 && anchored)
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connect_to_network()
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update_icon()
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update_beam()
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if(frequency)
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set_frequency(frequency)
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/obj/machinery/power/emitter/multitool_menu(var/mob/user,var/obj/item/device/multitool/P)
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return {"
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<ul>
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<li><b>Frequency:</b> <a href="?src=\ref[src];set_freq=-1">[format_frequency(frequency)] GHz</a> (<a href="?src=\ref[src];set_freq=[1439]">Reset</a>)</li>
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<li>[format_tag("ID Tag","id_tag","set_id")]</a></li>
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</ul>
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"}
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/obj/machinery/power/emitter/proc/update_beam()
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if(active && powered)
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if(!beam)
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beam = new /obj/effect/beam/emitter(loc)
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beam.dir = dir
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beam.emit(spawn_by=src)
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else
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if(beam)
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beam._re_emit = 0
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qdel(beam)
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beam = null
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/obj/machinery/power/emitter/receive_signal(datum/signal/signal)
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if(!signal.data["tag"] || (signal.data["tag"] != id_tag))
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return 0
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var/on
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// to_chat(world, "\ref[src] received signal. tag [signal.data["tag"]], cmd [signal.data["command"]], state [signal.data["state"]], sigtype [signal.data["sigtype"]]")
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if(signal.data["command"])
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switch(signal.data["command"])
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if("on")
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on = 1
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if("off")
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on = 0
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if("set")
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on = signal.data["state"] > 0
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if("toggle")
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on = !active
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if(!isnull(on) && anchored && state == 2 && on != active)
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active = on
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var/statestr = on ? "on":"off"
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// Spammy message_admins("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in [formatJumpTo(src)]",0,1)
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log_game("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in ([x],[y],[z])")
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investigation_log(I_SINGULO,"turned <font color='orange'>[statestr]</font> by radio signal ([signal.data["command"]] @ [frequency])")
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update_icon()
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update_beam()
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/obj/machinery/power/emitter/Destroy()
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qdel(beam)
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message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter deleted at ([x],[y],[z])")
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investigation_log(I_SINGULO,"<font color='red'>deleted</font> at ([x],[y],[z])")
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..()
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/obj/machinery/power/emitter/update_icon()
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overlays.len = 0
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icon_state = "emitter[state]"
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if (state != previous_state)
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flick("emitterflick-[previous_state][state]",src)
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previous_state = state
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if(powered && get_powernet() && avail(active_power_usage) && active)
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var/image/emitterbeam = image(icon,"emitter-beam")
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emitterbeam.plane = LIGHTING_PLANE
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emitterbeam.layer = ABOVE_LIGHTING_LAYER
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overlays += emitterbeam
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if(locked)
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var/image/emitterlock = image(icon,"emitter-lock")
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emitterlock.plane = LIGHTING_PLANE
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emitterlock.layer = ABOVE_LIGHTING_LAYER
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overlays += emitterlock
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/obj/machinery/power/emitter/attack_hand(mob/user as mob)
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//Require consciousness
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if(user.stat && !isAdminGhost(user))
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return
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src.add_fingerprint(user)
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if(state == 2)
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if(!get_powernet())
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to_chat(user, "<span class='warning'>\The [src] isn't connected to a wire.</span>")
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return 1
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if(!src.locked)
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if(active)
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turn_off()
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user.visible_message("<span class='warning'>[user] turns \the [src] off.", \
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"<span class='notice'>You turn \the [src] off.")
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message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])")
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investigation_log(I_SINGULO,"turned <font color='red'>off</font> by [user.key]")
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else
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turn_on()
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user.visible_message("<span class='warning'>[user] turns \the [src] on.", \
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"<span class='notice'>You turn \the [src] on.")
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message_admins("Emitter turned on by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter turned on by [user.ckey]([user]) in ([x],[y],[z])")
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investigation_log(I_SINGULO,"turned <font color='green'>on</font> by [user.key]")
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else
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to_chat(user, "<span class='warning'>\The [src]'s controls are locked!</span>")
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else
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to_chat(user, "<span class='warning'>\The [src] needs to be firmly secured to the floor first.</span>")
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return 1
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//Important note, those procs not log the emitter being turned on or off, so please use the logs in attack_hand above
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/obj/machinery/power/emitter/proc/turn_on()
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active = 1
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shot_number = 0
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fire_delay = 100
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update_icon()
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update_beam()
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/obj/machinery/power/emitter/proc/turn_off()
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active = 0
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update_icon()
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update_beam()
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/obj/machinery/power/emitter/emp_act(var/severity) //Emitters are EMP-proof for obvious reasons
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return 1
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/obj/machinery/power/emitter/process()
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if(!anchored) //If it got unanchored "inexplicably"... fucking badmins
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active = 0
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update_icon()
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update_beam()
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return
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if(stat & BROKEN)
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return
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if(state != 2 || (!powernet && active_power_usage)) //Not welded to the floor, or no more wire underneath and requires power
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active = 0
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update_icon()
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update_beam()
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return
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if(((last_shot + fire_delay) <= world.time) && (active == 1)) //It's currently activated and it hasn't processed in a bit
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if(!active_power_usage || avail(active_power_usage)) //Doesn't require power or powernet has enough supply
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add_load(active_power_usage) //Drain it then bitch
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if(!powered) //Yay its powered
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powered = 1
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update_icon()
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update_beam()
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investigation_log(I_SINGULO,"regained power and turned <font color='green'>on</font>")
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else
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if(powered) //Fuck its not anymore
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powered = 0 //Whelp time to kill it then
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update_beam() //Update its beam and icon
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update_icon()
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investigation_log(I_SINGULO,"lost power and turned <font color='red'>off</font>")
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return
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last_shot = world.time
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if(shot_number < 3)
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fire_delay = 2
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shot_number++
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else
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fire_delay = rand(20, 100)
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shot_number = 0
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//beam = new /obj/item/projectile/beam/emitter(loc)
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//beam.dir = dir
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//playsound(src, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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spark(src, 5)
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//A.dumbfire()
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/obj/machinery/power/emitter/emag(mob/user)
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if(!emagged)
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locked = 0
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emagged = 1
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if(user)
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user.visible_message("<span class='danger'>[user] shorts out \the [src]'s lock.</span>", "<span class='warning'>You short out \the [src]'s lock.</span>")
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update_icon()
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/obj/machinery/power/emitter/wrenchAnchor(var/mob/user, var/obj/item/I)
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if(active)
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to_chat(user, "<span class='warning'>Turn off \the [src] first.</span>")
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return FALSE
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. = ..()
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update_icon()
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/obj/machinery/power/emitter/weldToFloor()
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if(..() == 1)
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switch(state)
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if(1)
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disconnect_from_network()
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if(2)
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connect_to_network()
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update_icon()
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return 1
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return -1
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
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. = ..() //Holy fucking shit
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if(.)
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return .
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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to_chat(user, "<span class='warning'>The lock appears to be broken.</span>")
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return
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if(src.allowed(user))
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if(active)
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src.locked = !src.locked
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to_chat(user, "<span class='notice'>The controls are now [src.locked ? "locked" : "unlocked"].</span>")
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update_icon()
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else
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src.locked = 0 //just in case it somehow gets locked
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to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online</span>")
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else
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to_chat(user, "<span class='warning'>Access denied.</span>")
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/obj/machinery/power/emitter/canClone(var/obj/machinery/power/emitter/O)
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return istype(O)
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/obj/machinery/power/emitter/clone(var/obj/machinery/power/emitter/O)
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id_tag = O.id_tag
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set_frequency(O.frequency)
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return 1
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/obj/machinery/power/emitter/npc_tamper_act(mob/living/L)
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attack_hand(L)
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/////////////////////////////////////////////////////////////////////////////////////
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/obj/effect/beam/emitter
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name = "emitter beam"
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icon = 'icons/effects/beam.dmi'
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icon_state = "emitter_1"
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anchored = 1.0
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flags = 0
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base_damage = 30
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full_damage = 30
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damage_type = BURN
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var/base_state = "emitter"
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var/power = 1
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//Notify prisms of power change.
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var/event/power_change = new
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/obj/effect/beam/emitter/proc/set_power(var/newpower = 1)
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power = newpower
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if(next)
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var/obj/effect/beam/emitter/next_beam=next
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next_beam.set_power(power)
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update_icon()
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if(!master)
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INVOKE_EVENT(power_change,list("beam" = src))
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/obj/effect/beam/emitter/spawn_child()
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var/obj/effect/beam/emitter/beam = ..()
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if(!beam)
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return null
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beam.power = power
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return beam
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/obj/effect/beam/emitter/update_icon()
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if(!master)
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invisibility = 101 //Make doubly sure
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return
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var/visible_power = clamp(round(power/3) + 1, 1, 3)
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//if(!master)
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//testing("Visible power: [visible_power]")
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icon_state = "[base_state]_[visible_power]"
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/obj/effect/beam/emitter/get_machine_underlay(var/mdir)
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var/visible_power = clamp(round(power/3) + 1, 1, 3)
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return image(icon = icon, icon_state = "[base_state]_[visible_power] underlay", dir = mdir)
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/obj/effect/beam/emitter/get_damage()
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return base_damage * power
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/////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/power/emitter/antique
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name = "antique emitter"
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desc = "An old fashioned heavy duty industrial laser"
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icon_state = "emitter"
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/obj/machinery/power/emitter/antique/update_icon()
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if(powered && get_powernet() && avail(active_power_usage) && active)
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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