Porting the BEPIS research machinery. (#12277)
* Initial B.E.P.I.S port. * All nodes but sticky tape are in. Sweet. * Mapping the BEPIS :DDD * ah * deers.
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@@ -16,7 +16,7 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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var/stamforce = 35
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var/status = FALSE
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var/turned_on = FALSE
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var/knockdown = TRUE
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 750
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@@ -49,7 +49,7 @@
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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//Only mob/living types have stun handling
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if(status && prob(throw_hit_chance) && iscarbon(hit_atom))
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if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom))
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baton_stun(hit_atom)
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/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
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@@ -66,16 +66,16 @@
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copper_top.use(min(chrgdeductamt, copper_top.charge), explode)
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if(QDELETED(src))
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return FALSE
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if(status && (!copper_top || !copper_top.charge || (chargecheck && copper_top.charge < (hitcost * STUNBATON_CHARGE_LENIENCY))))
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if(turned_on && (!copper_top || !copper_top.charge || (chargecheck && copper_top.charge < (hitcost * STUNBATON_CHARGE_LENIENCY))))
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//we're below minimum, turn off
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switch_status(FALSE)
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/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
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if(status != new_status)
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status = new_status
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if(turned_on != new_status)
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turned_on = new_status
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if(!silent)
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playsound(loc, "sparks", 75, 1, -1)
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if(status)
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if(turned_on)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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@@ -85,7 +85,7 @@
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deductcharge(round(hitcost * STUNBATON_DEPLETION_RATE), FALSE, FALSE)
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/obj/item/melee/baton/update_icon_state()
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if(status)
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if(turned_on)
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icon_state = "[initial(name)]_active"
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else if(!cell)
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icon_state = "[initial(name)]_nocell"
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@@ -134,8 +134,8 @@
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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else
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switch_status(!status)
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to_chat(user, "<span class='notice'>[src] is now [status ? "on" : "off"].</span>")
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switch_status(!turned_on)
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to_chat(user, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
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@@ -151,7 +151,7 @@
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/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
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if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
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return FALSE
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if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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clowning_around(user)
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if(IS_STAMCRIT(user)) //CIT CHANGE - makes it impossible to baton in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")
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@@ -160,7 +160,7 @@
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var/mob/living/carbon/human/L = M
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if(check_martial_counter(L, user))
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return TRUE
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if(status)
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if(turned_on)
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if(baton_stun(M, user, disarming))
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
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@@ -292,6 +292,48 @@
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sparkler?.activate()
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. = ..()
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/obj/item/melee/baton/boomerang
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name = "\improper OZtek Boomerang"
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desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!"
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throw_speed = 1
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icon_state = "boomerang"
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item_state = "boomerang"
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force = 5
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throwforce = 5
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throw_range = 5
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hitcost = 2000
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throw_hit_chance = 99 //Have you prayed today?
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custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000)
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/obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
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if(turned_on)
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if(ishuman(thrower))
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var/mob/living/carbon/human/H = thrower
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H.throw_mode_off() //so they can catch it on the return.
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return ..()
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/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(turned_on)
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var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
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if(ishuman(hit_atom) && !caught && prob(throw_hit_chance))//if they are a carbon and they didn't catch it
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baton_stun(hit_atom)
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if(thrownby && !caught)
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sleep(1)
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if(!QDELETED(src))
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throw_at(thrownby, throw_range+2, throw_speed, null, TRUE)
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else
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return ..()
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/obj/item/melee/baton/boomerang/update_icon()
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if(turned_on)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell.
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preload_cell_type = /obj/item/stock_parts/cell/high
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#undef STUNBATON_CHARGE_LENIENCY
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#undef STUNBATON_DEPLETION_RATE
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