Merge branch 'master' into SyndicateStuff
This commit is contained in:
@@ -71,7 +71,7 @@
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/obj/machinery/cell_charger/proc/removecell()
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charging.updateicon()
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charging.update_icon()
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charging = null
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chargelevel = -1
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updateicon()
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@@ -23,6 +23,14 @@
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light_color = LIGHT_COLOR_RED
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/obj/machinery/computer/secure_data/laptop
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name = "security laptop"
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desc = "A cheap Nanotrasen security laptop, it functions as a security records console. It's bolted to the table."
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icon_state = "laptop"
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icon_screen = "seclaptop"
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icon_keyboard = "laptop_key"
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clockwork = TRUE //it'd look weird
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/obj/machinery/computer/secure_data/attackby(obj/item/O, mob/user, params)
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if(istype(O, /obj/item/weapon/card/id))
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if(!scan)
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@@ -12,7 +12,7 @@
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max_integrity = 350
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armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
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CanAtmosPass = ATMOS_PASS_DENSITY
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flags = PREVENT_CLICK_UNDER
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flags = PREVENT_CLICK_UNDER
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var/secondsElectrified = 0
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var/shockedby = list()
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@@ -32,6 +32,7 @@
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var/auto_close //TO BE REMOVED, no longer used, it's just preventing a runtime with a map var edit.
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var/datum/effect_system/spark_spread/spark_system
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var/damage_deflection = 10
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var/real_explosion_block //ignore this, just use explosion_block
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/obj/machinery/door/New()
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..()
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@@ -45,6 +46,10 @@
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spark_system = new /datum/effect_system/spark_spread
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spark_system.set_up(2, 1, src)
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//doors only block while dense though so we have to use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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/obj/machinery/door/Destroy()
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@@ -284,7 +289,7 @@
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/obj/machinery/door/proc/crush()
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for(var/mob/living/L in get_turf(src))
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L.visible_message("<span class='warning'>[src] closes on [L], crushing them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
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L.visible_message("<span class='warning'>[src] closes on [L], crushing them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
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if(isalien(L)) //For xenos
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L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
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L.emote("roar")
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@@ -346,3 +351,6 @@
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//if it blows up a wall it should blow up a door
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..(severity ? max(1, severity - 1) : 0, target)
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/obj/machinery/door/GetExplosionBlock()
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return density ? real_explosion_block : 0
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@@ -61,7 +61,7 @@
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G.loc = src
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charging = G
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use_power = 2
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update_icon(scan = TRUE)
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update_icon(scan = TRUE)
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else
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to_chat(user, "<span class='notice'>[src] isn't connected to anything!</span>")
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return 1
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@@ -108,41 +108,25 @@
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var/using_power = 0
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if(charging)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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if(E.power_supply.charge < E.power_supply.maxcharge)
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E.power_supply.give(E.power_supply.chargerate * recharge_coeff)
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E.recharge_newshot()
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var/obj/item/weapon/stock_parts/cell/C = charging.get_cell()
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if(C)
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if(C.charge < C.maxcharge)
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C.give(C.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(istype(charging, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = charging
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if(B.bcell)
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if(B.bcell.give(B.bcell.chargerate * recharge_coeff))
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use_power(200 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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E.recharge_newshot()
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return
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if(istype(charging, /obj/item/ammo_box/magazine/recharge))
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var/obj/item/ammo_box/magazine/recharge/R = charging
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if(R.stored_ammo.len < R.max_ammo)
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R.stored_ammo += new R.ammo_type(R)
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use_power(200 * recharge_coeff)
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using_power = 1
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if(istype(charging, /obj/item/device/modular_computer))
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var/obj/item/device/modular_computer/C = charging
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var/obj/item/weapon/computer_hardware/battery/battery_module = C.all_components[MC_CELL]
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if(battery_module)
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var/obj/item/weapon/computer_hardware/battery/B = battery_module
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if(B.battery)
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if(B.battery.charge < B.battery.maxcharge)
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B.battery.give(B.battery.chargerate * recharge_coeff)
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use_power(200 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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update_icon(using_power)
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return
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/obj/machinery/recharger/power_change()
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..()
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@@ -152,23 +136,23 @@
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if(!(stat & (NOPOWER|BROKEN)) && anchored)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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if(E.power_supply)
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E.power_supply.emp_act(severity)
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if(E.cell)
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E.cell.emp_act(severity)
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else if(istype(charging, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = charging
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if(B.bcell)
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B.bcell.charge = 0
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if(B.cell)
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B.cell.charge = 0
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..()
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/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
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/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
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if(stat & (NOPOWER|BROKEN) || !anchored)
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icon_state = "rechargeroff"
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return
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if(scan)
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icon_state = "rechargeroff"
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return
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if(scan)
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icon_state = "rechargeroff"
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return
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if(panel_open)
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icon_state = "rechargeropen"
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return
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@@ -24,6 +24,9 @@
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var/settableTemperatureMedian = 30 + T0C
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var/settableTemperatureRange = 30
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/obj/machinery/space_heater/get_cell()
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return cell
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/obj/machinery/space_heater/New()
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..()
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cell = new(src)
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