Revert "12/21 modernizations from TG live"
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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flags = CONDUCT
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w_class = WEIGHT_CLASS_SMALL
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w_class = 2
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materials = list(MAT_METAL=100)
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throwforce = 2
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throw_speed = 3
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@@ -14,6 +14,7 @@
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var/secured = 1
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var/list/attached_overlays = null
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var/obj/item/device/assembly_holder/holder = null
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var/cooldown = 0//To prevent spam
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var/wire_type = WIRE_RECEIVE | WIRE_PULSE
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var/attachable = 0 // can this be attached to wires
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var/datum/wires/connected = null
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@@ -24,8 +25,6 @@
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var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
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var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
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var/next_activate = 0 //When we're next allowed to activate - for spam control
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/obj/item/device/assembly/proc/on_attach()
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/obj/item/device/assembly/proc/on_detach()
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@@ -44,6 +43,16 @@
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return 1
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//Called via spawn(10) to have it count down the cooldown var
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/obj/item/device/assembly/proc/process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return 0
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spawn(10)
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process_cooldown()
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return 1
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//Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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/obj/item/device/assembly/proc/pulsed(radio = 0)
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if(wire_type & WIRE_RECEIVE)
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@@ -69,10 +78,12 @@
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// What the device does when turned on
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/obj/item/device/assembly/proc/activate()
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if(qdeleted(src) || !secured || (next_activate > world.time))
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return FALSE
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next_activate = world.time + 30
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return TRUE
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if(!secured || (cooldown > 0))
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return 0
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cooldown = 2
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spawn(10)
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process_cooldown()
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return 1
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/obj/item/device/assembly/proc/toggle_secure()
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@@ -3,7 +3,7 @@
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icon = 'icons/obj/tank.dmi'
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item_state = "assembly"
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throwforce = 5
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w_class = WEIGHT_CLASS_NORMAL
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w_class = 3
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throw_speed = 2
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throw_range = 4
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flags = CONDUCT
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@@ -6,7 +6,6 @@
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attachable = 1
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var/id = null
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var/can_change_id = 0
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var/cooldown = 0//Door cooldowns
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/obj/item/device/assembly/control/examine(mob/user)
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..()
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@@ -47,14 +46,13 @@
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/obj/item/device/assembly/control/airlock/activate()
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cooldown = 1
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var/doors_need_closing = FALSE
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var/list/obj/machinery/door/airlock/open_or_close = list()
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for(var/obj/machinery/door/airlock/D in airlocks)
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if(D.id_tag == src.id)
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if(specialfunctions & OPEN)
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open_or_close += D
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if(!D.density)
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doors_need_closing = TRUE
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if(D.density)
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D.open()
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else
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D.close()
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if(specialfunctions & IDSCAN)
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D.aiDisabledIdScanner = !D.aiDisabledIdScanner
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if(specialfunctions & BOLTS)
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@@ -70,10 +68,6 @@
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D.secondsElectrified = 0
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if(specialfunctions & SAFE)
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D.safe = !D.safe
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for(var/D in open_or_close)
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addtimer(D, doors_need_closing ? "close" : "open",0, TIMER_NORMAL)
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sleep(10)
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cooldown = 0
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@@ -153,4 +147,4 @@
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C.cremate(usr)
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sleep(50)
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cooldown = 0
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cooldown = 0
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+23
-101
@@ -4,7 +4,7 @@
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icon_state = "flash"
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item_state = "flashtool"
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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w_class = 1
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materials = list(MAT_METAL = 300, MAT_GLASS = 300)
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origin_tech = "magnets=2;combat=1"
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@@ -48,8 +48,7 @@
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crit_fail = 1
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update_icon()
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var/turf/T = get_turf(src)
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if(T)
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T.visible_message("[src] burns out!")
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T.visible_message("The [src.name] burns out!")
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/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
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@@ -86,7 +85,7 @@
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if(user && targeted)
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_act(1, 1))
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if(M.flash_eyes(1, 1))
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M.confused += power
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terrible_conversion_proc(M, user)
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M.Stun(1)
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@@ -101,7 +100,7 @@
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user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
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M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
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else
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if(M.flash_act())
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if(M.flash_eyes())
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M.confused += power
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/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
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@@ -116,9 +115,9 @@
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var/mob/living/silicon/robot/R = M
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add_logs(user, R, "flashed", src)
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update_icon(1)
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M.Weaken(6)
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M.Weaken(3)
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R.confused += 5
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R.flash_act(affect_silicon = 1)
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R.flash_eyes(affect_silicon = 1)
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user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
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return 1
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@@ -136,10 +135,10 @@
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/obj/item/device/assembly/flash/emp_act(severity)
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if(!try_use_flash())
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if(!try_use_flash() || !loc)
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return 0
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if(iscarbon(loc))
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flash_carbon(loc, null, 10, 0)
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for(var/mob/living/carbon/M in viewers(3, loc))
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flash_carbon(M, null, 10, 0)
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burn_out()
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..()
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@@ -151,7 +150,7 @@
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!M.isloyal())
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(ticker.mode.add_revolutionary(M.mind))
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M.Stun(3)
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@@ -174,15 +173,26 @@
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/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
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..()
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PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
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return
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/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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@@ -191,91 +201,3 @@
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/device/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/device/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector implant overheats and deactivates!</span>"
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I.Retract()
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overheat = FALSE
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addtimer(src, "cooldown", flashcd * 2)
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/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>"
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return FALSE
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overheat = TRUE
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addtimer(src, "cooldown", flashcd)
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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return TRUE
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/obj/item/device/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/device/assembly/flash/shield
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "flashshield"
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item_state = "flashshield"
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slot_flags = SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_GLASS=7500, MAT_METAL=1000)
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origin_tech = "materials=3;combat=4"
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attack_verb = list("shoved", "bashed")
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block_chance = 50
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
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/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
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if(times_used >= 4)
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burn_out()
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return 0
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return 1
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/obj/item/device/assembly/flash/shield/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/device/assembly/flash/handheld))
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var/obj/item/device/assembly/flash/handheld/flash = W
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if(flash.crit_fail)
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user << "No sense replacing it with a broken bulb."
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return
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else
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user << "You begin to replace the bulb."
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if(do_after(user, 20, target = src))
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if(flash.crit_fail || !flash || qdeleted(flash))
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return
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crit_fail = FALSE
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times_used = 0
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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update_icon()
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flash.crit_fail = TRUE
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flash.update_icon()
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return
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..()
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/obj/item/device/assembly/flash/shield/update_icon(flash = 0)
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item_state = "flashshield"
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item_state = "flashshield"
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if(crit_fail)
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icon_state = "riot"
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item_state = "riot"
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else if(flash)
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item_state = "flashshield_flash"
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item_state = "flashshield_flash"
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addtimer(src, "update_icon", 5)
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if(holder)
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holder.update_icon()
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@@ -5,7 +5,7 @@
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item_state = "assembly"
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flags = CONDUCT
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throwforce = 5
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w_class = WEIGHT_CLASS_SMALL
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w_class = 2
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throw_speed = 2
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throw_range = 7
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@@ -15,7 +15,8 @@
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/obj/item/device/assembly/igniter/Destroy()
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qdel(sparks)
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sparks = null
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. = ..()
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return ..()
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/obj/item/device/assembly/igniter/activate()
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if(!..())
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@@ -26,12 +27,8 @@
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sparks.start()
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return 1
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/obj/item/device/assembly/igniter/attack_self(mob/user)
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activate()
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add_fingerprint(user)
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/obj/item/device/assembly/igniter/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>[user] fiddles with [src], and manages to \
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light [A].</span>"
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activate()
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add_fingerprint(user)
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return
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@@ -92,15 +92,17 @@
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder)
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return 0
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// setDir(holder.dir)
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qdel(first)
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return 1
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if(!secured || !on || next_activate > world.time)
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return FALSE
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if((!secured)||(!on)||(cooldown > 0))
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return 0
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pulse(0)
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audible_message("\icon[src] *beep* *beep*", null, 3)
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next_activate = world.time + 30
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cooldown = 2
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addtimer(src, "process_cooldown", 10)
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/obj/item/device/assembly/infra/interact(mob/user)//TODO: change this this to the wire control panel
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if(is_secured(user))
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@@ -43,7 +43,7 @@
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(PIERCEIMMUNE in H.dna.species.species_traits)
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if(PIERCEIMMUNE in H.dna.species.specflags)
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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armed = 0
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update_icon()
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@@ -59,8 +59,9 @@
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affecting = H.get_bodypart(type)
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H.Stun(3)
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if(affecting)
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if(affecting.receive_damage(1, 0))
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H.update_damage_overlays()
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if(affecting.take_damage(1, 0))
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H.update_damage_overlays(0)
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H.updatehealth()
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else if(ismouse(target))
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var/mob/living/simple_animal/mouse/M = target
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visible_message("<span class='boldannounce'>SPLAT!</span>")
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@@ -77,7 +78,7 @@
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else
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if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
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var/which_hand = "l_hand"
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if(!(user.active_hand_index % 2))
|
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if(!user.hand)
|
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which_hand = "r_hand"
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
|
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@@ -93,7 +94,7 @@
|
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if(armed)
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if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
|
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var/which_hand = "l_hand"
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if(!(user.active_hand_index % 2))
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if(!user.hand)
|
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which_hand = "r_hand"
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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@@ -104,15 +105,16 @@
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/obj/item/device/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
|
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if(armed)
|
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if(ismob(AM))
|
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var/mob/MM = AM
|
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if(!(MM.movement_type & FLYING))
|
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if(ishuman(AM))
|
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var/mob/living/carbon/H = AM
|
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if(H.m_intent == MOVE_INTENT_RUN)
|
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triggered(H)
|
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H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
|
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"<span class='warning'>You accidentally step on [src]</span>")
|
||||
if(ishuman(AM))
|
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var/mob/living/carbon/H = AM
|
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if(H.m_intent == "run")
|
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triggered(H)
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H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
|
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"<span class='warning'>You accidentally step on [src]</span>")
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else if(isanimal(AM))
|
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var/mob/living/simple_animal/SA = AM
|
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if(!SA.flying)
|
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triggered(AM)
|
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
|
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triggered(AM)
|
||||
..()
|
||||
@@ -122,7 +124,7 @@
|
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if(armed)
|
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finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
|
||||
"<span class='warning'>You accidentally trigger [src]!</span>")
|
||||
triggered(finder, (finder.active_hand_index % 2 == 0) ? "r_hand" : "l_hand")
|
||||
triggered(finder, finder.hand ? "l_hand" : "r_hand")
|
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return 1 //end the search!
|
||||
return 0
|
||||
|
||||
|
||||
@@ -59,11 +59,12 @@
|
||||
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/sense()
|
||||
if(!secured || next_activate > world.time)
|
||||
if((!secured)||(cooldown > 0))
|
||||
return 0
|
||||
pulse(0)
|
||||
audible_message("\icon[src] *beep* *beep*", null, 3)
|
||||
next_activate = world.time + 30
|
||||
cooldown = 2
|
||||
addtimer(src, "process_cooldown", 10)
|
||||
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/process()
|
||||
@@ -80,9 +81,6 @@
|
||||
if(scanning)
|
||||
addtimer(src, "sense", 0)
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/Destroy()
|
||||
remove_from_proximity_list(src, sensitivity)
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/prox_sensor/toggle_scan(scan)
|
||||
if(!secured)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "shock_kit"
|
||||
var/obj/item/clothing/head/helmet/part1 = null
|
||||
var/obj/item/device/electropack/part2 = null
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
w_class = 5
|
||||
flags = CONDUCT
|
||||
|
||||
/obj/item/assembly/shock_kit/Destroy()
|
||||
|
||||
@@ -25,10 +25,14 @@
|
||||
return ..()
|
||||
|
||||
/obj/item/device/assembly/signaler/activate()
|
||||
if(!..())//cooldown processing
|
||||
return FALSE
|
||||
if(cooldown > 0)
|
||||
return 0
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
|
||||
signal()
|
||||
return TRUE
|
||||
return 1
|
||||
|
||||
/obj/item/device/assembly/signaler/update_icon()
|
||||
if(holder)
|
||||
@@ -184,4 +188,4 @@ Code:
|
||||
A.anomalyNeutralize()
|
||||
|
||||
/obj/item/device/assembly/signaler/anomaly/attack_self()
|
||||
return
|
||||
return
|
||||
@@ -42,12 +42,15 @@
|
||||
|
||||
|
||||
/obj/item/device/assembly/timer/proc/timer_end()
|
||||
if(!secured || next_activate > world.time)
|
||||
return FALSE
|
||||
if((!secured)||(cooldown > 0))
|
||||
return 0
|
||||
pulse(0)
|
||||
audible_message("\icon[src] *beep* *beep*", null, 3)
|
||||
if(loop)
|
||||
timing = 1
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
process_cooldown()
|
||||
if(loop)
|
||||
timing = 1
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user