Merge pull request #13011 from timothyteakettle/insane-shot-eyepatch
adds a cybernetic eyepatch to the syndicate uplink
This commit is contained in:
@@ -92,6 +92,7 @@ Class Procs:
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pressure_resistance = 15
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max_integrity = 200
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layer = BELOW_OBJ_LAYER //keeps shit coming out of the machine from ending up underneath it.
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flags_1 = DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.3
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@@ -11,7 +11,7 @@
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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_1 = PREVENT_CLICK_UNDER_1
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flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1
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ricochet_chance_mod = 0.8
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interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
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@@ -298,7 +298,7 @@
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/obj/machinery/door/firedoor/border_only
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icon = 'icons/obj/doors/edge_Doorfire.dmi'
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flags_1 = ON_BORDER_1
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flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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CanAtmosPass = ATMOS_PASS_PROC
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/obj/machinery/door/firedoor/border_only/closed
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@@ -320,7 +320,7 @@
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to_chat(M, "<span class='notice'>You pull [M.pulling] through [src] right as it closes</span>")
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M.pulling.forceMove(T1)
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M.start_pulling(M2)
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for(var/mob/living/M in T2)
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if(M.stat == CONSCIOUS && M.pulling && M.pulling.loc == T1 && !M.pulling.anchored && M.pulling.move_resist <= M.move_force)
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var/mob/living/M2 = M.pulling
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@@ -11,7 +11,7 @@
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integrity_failure = 0
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armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
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visible = FALSE
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flags_1 = ON_BORDER_1
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flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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opacity = 0
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CanAtmosPass = ATMOS_PASS_PROC
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interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
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@@ -9,8 +9,10 @@
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var/mob/living/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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layer = BELOW_OBJ_LAYER
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.5
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//ricochets on structures commented out for now because there's a lot of structures that /shouldnt/ be ricocheting and those need to be reviewed first
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//flags_1 = DEFAULT_RICOCHET_1
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//flags_ricochet = RICOCHET_HARD
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//ricochet_chance_mod = 0.5
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/obj/structure/Initialize()
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if (!armor)
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@@ -17,7 +17,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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max_integrity = 25
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var/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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@@ -38,7 +37,8 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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var/hitsound = 'sound/effects/Glasshit.ogg'
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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rad_flags = RAD_PROTECT_CONTENTS
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flags_ricochet = RICOCHET_HARD
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flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.4
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attack_hand_speed = CLICK_CD_MELEE
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attack_hand_is_action = TRUE
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@@ -192,6 +192,7 @@
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icon_state = "map-shuttle"
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explosion_block = 3
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flags_1 = CAN_BE_DIRTY_1 | DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
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@@ -6,7 +6,8 @@
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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explosion_block = 1
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flags_1 = DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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attack_hand_speed = 8
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