Update net_snare.dm
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@@ -1,4 +1,3 @@
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<<<<<<< HEAD
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/obj/item/projectile/energy/net
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name = "energy netting"
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icon_state = "e_netting"
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@@ -32,7 +31,7 @@
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/obj/effect/nettingportal/Initialize()
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. = ..()
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var/obj/item/device/radio/beacon/teletarget = null
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var/obj/item/device/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
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if(com.target)
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if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
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@@ -97,103 +96,3 @@
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/obj/item/projectile/energy/trap/cyborg/on_range()
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do_sparks(1, TRUE, src)
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qdel(src)
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=======
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/obj/item/projectile/energy/net
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name = "energy netting"
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icon_state = "e_netting"
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damage = 10
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damage_type = STAMINA
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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/obj/item/projectile/energy/net/Initialize()
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. = ..()
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SpinAnimation()
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/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
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if(isliving(target))
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var/turf/Tloc = get_turf(target)
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if(!locate(/obj/effect/nettingportal) in Tloc)
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new /obj/effect/nettingportal(Tloc)
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..()
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/obj/item/projectile/energy/net/on_range()
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do_sparks(1, TRUE, src)
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..()
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/obj/effect/nettingportal
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name = "DRAGnet teleportation field"
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desc = "A field of bluespace energy, locking on to teleport a target."
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icon = 'icons/effects/effects.dmi'
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icon_state = "dragnetfield"
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light_range = 3
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anchored = TRUE
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/obj/effect/nettingportal/Initialize()
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. = ..()
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var/obj/item/device/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
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if(com.target)
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if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
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teletarget = com.target
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addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
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/obj/effect/nettingportal/proc/pop(teletarget)
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if(teletarget)
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
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else
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for(var/mob/living/L in get_turf(src))
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do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
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qdel(src)
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/obj/effect/nettingportal/singularity_act()
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return
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/obj/effect/nettingportal/singularity_pull()
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return
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/obj/item/projectile/energy/trap
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name = "energy snare"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 4
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/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
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new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
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else if(iscarbon(target))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
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B.Crossed(target)
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..()
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/obj/item/projectile/energy/trap/on_range()
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new /obj/item/restraints/legcuffs/beartrap/energy(loc)
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..()
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/obj/item/projectile/energy/trap/cyborg
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name = "Energy Bola"
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icon_state = "e_snare"
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nodamage = 1
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knockdown = 0
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 10
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/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
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if(!ismob(target) || blocked >= 100)
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do_sparks(1, TRUE, src)
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qdel(src)
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if(iscarbon(target))
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var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
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B.Crossed(target)
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QDEL_IN(src, 10)
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..()
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/obj/item/projectile/energy/trap/cyborg/on_range()
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do_sparks(1, TRUE, src)
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qdel(src)
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>>>>>>> 5140cff... [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
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