here we go again (#2456)
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@@ -7,7 +7,7 @@
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anchored = FALSE
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density = TRUE
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req_access = list(ACCESS_ENGINE_EQUIP)
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circuit = /obj/item/weapon/circuitboard/machine/emitter
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circuit = /obj/item/circuitboard/machine/emitter
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use_power = NO_POWER_USE
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idle_power_usage = 10
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@@ -64,14 +64,14 @@
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var/firedelay = 120
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var/min_firedelay = 24
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var/power_usage = 350
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for(var/obj/item/weapon/stock_parts/micro_laser/L in component_parts)
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for(var/obj/item/stock_parts/micro_laser/L in component_parts)
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max_firedelay -= 20 * L.rating
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min_firedelay -= 4 * L.rating
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firedelay -= 20 * L.rating
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maximum_fire_delay = max_firedelay
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minimum_fire_delay = min_firedelay
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fire_delay = firedelay
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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power_usage -= 50 * M.rating
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active_power_usage = power_usage
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@@ -265,7 +265,7 @@
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/wrench/W, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(anchored)
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@@ -274,15 +274,15 @@
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state = EM_UNSECURED
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench))
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if(istype(W, /obj/item/wrench))
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if(active)
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to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
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return
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default_unfasten_wrench(user, W, 0)
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(active)
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to_chat(user, "Turn \the [src] off first.")
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return
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@@ -368,7 +368,7 @@
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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manual = FALSE
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/weapon/turret_control))
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if(istype(I, /obj/item/turret_control))
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qdel(I)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = 0
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@@ -419,7 +419,7 @@
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desc = "The emitter will only fire on your command and at your designated target"
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button_icon_state = "mech_zoom_on"
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for(var/obj/item/I in U.held_items)
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if(istype(I, /obj/item/weapon/turret_control))
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if(istype(I, /obj/item/turret_control))
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qdel(I)
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UpdateButtonIcon()
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return
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@@ -433,15 +433,15 @@
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var/obj/item/I = V
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if(istype(I))
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if(U.dropItemToGround(I))
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var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
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var/obj/item/turret_control/TC = new /obj/item/turret_control()
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U.put_in_hands(TC)
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else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
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var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
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var/obj/item/turret_control/TC = new /obj/item/turret_control()
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U.put_in_hands(TC)
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UpdateButtonIcon()
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/obj/item/weapon/turret_control
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/obj/item/turret_control
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name = "turret controls"
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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@@ -449,7 +449,7 @@
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON_1
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var/delay = 0
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/obj/item/weapon/turret_control/afterattack(atom/targeted_atom, mob/user)
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/obj/item/turret_control/afterattack(atom/targeted_atom, mob/user)
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..()
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var/obj/machinery/power/emitter/E = user.buckled
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E.setDir(get_dir(E,targeted_atom))
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