/tg/ 4/14 (#367)
* outside code stuff * defines, helpers, etc * everything not module * modules * compiled fixes + missing sounds
This commit is contained in:
@@ -123,9 +123,7 @@
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if(hasShocked)
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return 0
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hasShocked = 1
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(5, 1, AM.loc)
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s.start()
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do_sparks(5, TRUE, AM.loc)
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var/atom/target = get_edge_target_turf(AM, get_dir(src, get_step_away(AM, src)))
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AM.throw_at(target, 200, 4)
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addtimer(CALLBACK(src, .proc/clear_shock), 5)
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@@ -1,5 +1,3 @@
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/obj/machinery/power/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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@@ -9,6 +7,11 @@
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anchored = 0
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density = 1
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req_access = list(GLOB.access_engine_equip)
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// The following 3 vars are mostly for the prototype
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var/manual = FALSE
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var/charge = 0
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var/atom/target = null
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use_power = 0
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idle_power_usage = 10
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@@ -28,6 +31,8 @@
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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var/datum/effect_system/spark_spread/sparks
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/obj/machinery/power/emitter/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/emitter(null)
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@@ -87,11 +92,15 @@
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if(state == 2 && anchored)
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connect_to_network()
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sparks = new
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sparks.set_up(5, TRUE, src)
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/obj/machinery/power/emitter/Destroy()
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if(SSticker && SSticker.current_state == GAME_STATE_PLAYING)
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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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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z]) at [get_area(src)]","singulo")
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QDEL_NULL(sparks)
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return ..()
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/obj/machinery/power/emitter/update_icon()
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@@ -168,9 +177,11 @@
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investigate_log("lost power and turned <font color='red'>off</font> at [get_area(src)]","singulo")
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log_game("Emitter lost power in ([x],[y],[z])")
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return
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if(!check_delay())
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if(charge <=80)
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charge+=5
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if(!check_delay() || manual == TRUE)
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return FALSE
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fire_beam()
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fire_beam(target)
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/obj/machinery/power/emitter/proc/check_delay()
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if((src.last_shot + src.fire_delay) <= world.time)
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@@ -186,36 +197,62 @@
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add_load(active_power_usage)
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fire_beam()
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/obj/machinery/power/emitter/proc/fire_beam()
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 20
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src.shot_number ++
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else
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src.fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
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src.shot_number = 0
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var/obj/item/projectile/A = new projectile_type(src.loc)
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A.setDir(src.dir)
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playsound(src.loc, projectile_sound, 25, 1)
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/obj/machinery/power/emitter/proc/fire_beam(atom/targeted_atom, mob/user)
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var/turf/targets_from = get_turf(src)
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if(targeted_atom == user|| targeted_atom == targets_from)
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return
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var/obj/item/projectile/P = new projectile_type(targets_from)
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playsound(src.loc, projectile_sound, 50, 1)
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if(prob(35))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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sparks.start()
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switch(dir)
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if(NORTH)
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A.yo = 20
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A.xo = 0
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P.yo = 20
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P.xo = 0
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if(NORTHEAST)
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P.yo = 20
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P.xo = 20
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if(EAST)
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A.yo = 0
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A.xo = 20
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P.yo = 0
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P.xo = 20
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if(SOUTHEAST)
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P.yo = -20
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P.xo = 20
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if(WEST)
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A.yo = 0
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A.xo = -20
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P.yo = 0
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P.xo = -20
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if(SOUTHWEST)
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P.yo = -20
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P.xo = -20
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if(NORTHWEST)
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P.yo = 20
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P.xo = -20
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else // Any other
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A.yo = -20
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A.xo = 0
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A.starting = loc
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A.fire()
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P.yo = -20
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P.xo = 0
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if(target)
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P.yo = targeted_atom.y - targets_from.y
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P.xo = targeted_atom.x - targets_from.x
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P.current = targets_from
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P.starting = targets_from
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P.firer = src
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P.original = targeted_atom
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if(!manual)
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last_shot = world.time
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if(shot_number < 3)
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fire_delay = 20
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shot_number ++
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else
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fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
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shot_number = 0
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if(!target)
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P.setDir(src.dir)
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P.starting = loc
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else
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if(QDELETED(target))
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target = null
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P.fire()
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return P
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/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
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if(state == EM_WELDED)
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@@ -308,3 +345,148 @@
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emagged = 1
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if(user)
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user.visible_message("[user.name] emags the [src.name].","<span class='notice'>You short out the lock.</span>")
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/obj/machinery/power/emitter/prototype
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name = "Prototype Emitter"
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icon = 'icons/obj/turrets.dmi'
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icon_state = "protoemitter"
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icon_state_on = "protoemitter_+a"
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can_buckle = TRUE
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buckle_lying = 0
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var/view_range = 12
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var/datum/action/innate/protoemitter/firing/auto
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//BUCKLE HOOKS
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/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
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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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qdel(I)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 0
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if(buckled_mob.client)
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buckled_mob.client.change_view(world.view)
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auto.Remove(buckled_mob)
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. = ..()
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/obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/M, mob/living/carbon/user)
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if(user.incapacitated() || !istype(user))
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return
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for(var/atom/movable/A in get_turf(src))
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if(A.density && (A != src && A != M))
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return
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M.forceMove(get_turf(src))
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..()
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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M.pixel_y = 14
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layer = 4.1
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if(M.client)
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M.client.change_view(view_range)
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if(!auto)
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auto = new()
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auto.Grant(M, src)
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/datum/action/innate/protoemitter
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check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUNNED | AB_CHECK_CONSCIOUS
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var/obj/machinery/power/emitter/prototype/PE
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var/mob/living/carbon/U
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/datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto)
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PE = proto
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U = L
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. = ..()
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/datum/action/innate/protoemitter/firing
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name = "Switch to Manual Firing"
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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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/datum/action/innate/protoemitter/firing/Activate()
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if(PE.manual)
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playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1)
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PE.manual = FALSE
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name = "Switch to Manual Firing"
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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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qdel(I)
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UpdateButtonIcon()
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return
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else
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playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1)
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name = "Switch to Automatic Firing"
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desc = "Emitters will switch to periodic firing at your last target"
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button_icon_state = "mech_zoom_off"
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PE.manual = TRUE
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for(var/V in U.held_items)
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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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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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U.put_in_hands(TC)
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UpdateButtonIcon()
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/obj/item/weapon/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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flags = ABSTRACT | NODROP
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON
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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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..()
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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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user.setDir(E.dir)
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switch(E.dir)
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if(NORTH)
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E.layer = 3.9
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user.pixel_x = 0
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user.pixel_y = -14
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if(NORTHEAST)
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E.layer = 3.9
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user.pixel_x = -8
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user.pixel_y = -12
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if(EAST)
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E.layer = 4.1
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user.pixel_x = -14
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user.pixel_y = 0
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if(SOUTHEAST)
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E.layer = 3.9
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user.pixel_x = -8
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user.pixel_y = 12
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if(SOUTH)
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E.layer = 4.1
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user.pixel_x = 0
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user.pixel_y = 14
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if(SOUTHWEST)
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E.layer = 3.9
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user.pixel_x = 8
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user.pixel_y = 12
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if(WEST)
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E.layer = 4.1
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user.pixel_x = 14
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user.pixel_y = 0
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if(NORTHWEST)
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E.layer = 3.9
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user.pixel_x = 8
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user.pixel_y = -12
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if(E.charge >= 10 && world.time > delay)
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E.charge -= 10
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E.target = targeted_atom
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E.fire_beam(targeted_atom, user)
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delay = world.time + 10
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else if (E.charge < 10)
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playsound(get_turf(user),'sound/machines/buzz-sigh.ogg', 50, 1)
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