up to upstream-merge-27868
This commit is contained in:
@@ -71,7 +71,7 @@
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/obj/machinery/cell_charger/proc/removecell()
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charging.updateicon()
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charging.update_icon()
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charging = null
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chargelevel = -1
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updateicon()
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@@ -87,9 +87,9 @@
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if(has_cover)
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cover = new /obj/machinery/porta_turret_cover(loc)
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cover.parent_turret = src
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var/mutable_appearance/base = mutable_appearance('icons/obj/turrets.dmi', "basedark")
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base.layer = NOT_HIGH_OBJ_LAYER
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underlays += base
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var/mutable_appearance/base = mutable_appearance('icons/obj/turrets.dmi', "basedark")
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base.layer = NOT_HIGH_OBJ_LAYER
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underlays += base
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if(!has_cover)
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INVOKE_ASYNC(src, .proc/popUp)
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@@ -554,7 +554,7 @@
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use_power = 0
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has_cover = 0
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scan_range = 9
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req_access = list(GLOB.access_syndicate)
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req_access = list(GLOB.access_syndicate)
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stun_projectile = /obj/item/projectile/bullet
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lethal_projectile = /obj/item/projectile/bullet
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lethal_projectile_sound = 'sound/weapons/Gunshot.ogg'
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@@ -571,8 +571,8 @@
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return 10 //Syndicate turrets shoot everything not in their faction
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/obj/machinery/porta_turret/syndicate/pod
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max_integrity = 40
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integrity_failure = 20
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max_integrity = 40
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integrity_failure = 20
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obj_integrity = 40
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stun_projectile = /obj/item/projectile/bullet/weakbullet3
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lethal_projectile = /obj/item/projectile/bullet/weakbullet3
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@@ -924,182 +924,4 @@
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if(istype(P, /obj/item/projectile/beam/lasertag/bluetag))
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on = 0
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spawn(100)
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on = 1
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/////// MANNED TURRET ////////
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/obj/machinery/manned_turret
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name = "machine gun turret"
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desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
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icon = 'icons/obj/turrets.dmi'
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icon_state = "machinegun"
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can_buckle = TRUE
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density = TRUE
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max_integrity = 100
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obj_integrity = 100
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buckle_lying = 0
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layer = ABOVE_MOB_LAYER
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var/view_range = 10
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var/cooldown = 0
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var/projectile_type = /obj/item/projectile/bullet/weakbullet3
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var/rate_of_fire = 1
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var/number_of_shots = 40
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var/cooldown_duration = 90
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var/atom/target
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var/turf/target_turf
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var/warned = FALSE
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var/mouseparams
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//BUCKLE HOOKS
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/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = 0)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/gun_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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anchored = FALSE
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. = ..()
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/obj/machinery/manned_turret/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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M.forceMove(get_turf(src))
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..()
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for(var/V in M.held_items)
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var/obj/item/I = V
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if(istype(I))
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if(M.dropItemToGround(I))
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var/obj/item/gun_control/TC = new /obj/item/gun_control(src)
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M.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/gun_control/TC = new /obj/item/gun_control(src)
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M.put_in_hands(TC)
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M.pixel_y = 14
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layer = ABOVE_MOB_LAYER
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setDir(SOUTH)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
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anchored = TRUE
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if(user.client)
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user.client.change_view(view_range)
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/obj/item/gun_control
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name = "turret controls"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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flags = ABSTRACT | NODROP | NOBLUDGEON
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/machinery/manned_turret/turret
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/obj/item/gun_control/New(obj/machinery/manned_turret/MT)
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if(MT)
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turret = MT
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else
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qdel(src)
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/obj/item/gun_control/CanItemAutoclick()
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return 1
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/obj/item/gun_control/attack_obj(obj/O, mob/living/user)
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user.changeNext_move(CLICK_CD_MELEE)
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O.attacked_by(src, user)
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/obj/item/gun_control/attack(mob/living/M, mob/living/user)
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user.lastattacked = M
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M.lastattacker = user
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M.attacked_by(src, user)
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add_fingerprint(user)
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/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user, flag, params)
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..()
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var/obj/machinery/manned_turret/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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E.mouseparams = params
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switch(E.dir)
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if(NORTH)
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E.layer = BELOW_MOB_LAYER
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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 = BELOW_MOB_LAYER
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user.pixel_x = -8
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user.pixel_y = -4
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if(EAST)
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E.layer = ABOVE_MOB_LAYER
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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 = BELOW_MOB_LAYER
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user.pixel_x = -8
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user.pixel_y = 4
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if(SOUTH)
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E.layer = ABOVE_MOB_LAYER
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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 = BELOW_MOB_LAYER
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user.pixel_x = 8
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user.pixel_y = 4
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if(WEST)
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E.layer = ABOVE_MOB_LAYER
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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 = BELOW_MOB_LAYER
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user.pixel_x = 8
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user.pixel_y = -4
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E.checkfire(targeted_atom, user)
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/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || target == get_turf(src))
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return
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if(world.time < cooldown)
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if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
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warned = TRUE
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playsound(src, 'sound/weapons/sear.ogg', 100, 1)
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return
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else
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cooldown = world.time + cooldown_duration
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warned = FALSE
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volley(user)
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/obj/machinery/manned_turret/proc/volley(mob/user)
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target_turf = get_turf(target)
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for(var/i in 1 to number_of_shots)
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addtimer(CALLBACK(src, /obj/machinery/manned_turret/.proc/fire_helper, user), i*rate_of_fire)
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/obj/machinery/manned_turret/proc/fire_helper(mob/user)
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if(!src)
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return
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var/turf/targets_from = get_turf(src)
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if(QDELETED(target))
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target = target_turf
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var/obj/item/projectile/P = new projectile_type(targets_from)
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P.current = targets_from
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P.starting = targets_from
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P.firer = user
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P.original = target
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playsound(src, 'sound/weapons/Gunshot_smg.ogg', 75, 1)
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P.preparePixelProjectile(target, target_turf, user, mouseparams, rand(-9, 9))
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P.fire()
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/obj/machinery/manned_turret/ultimate // Admin-only proof of concept for autoclicker automatics
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name = "Infinity Gun"
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view_range = 12
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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/obj/machinery/manned_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || target == get_turf(src))
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return
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target_turf = get_turf(target)
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fire_helper(user)
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on = 1
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@@ -61,7 +61,7 @@
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G.loc = src
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charging = G
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use_power = 2
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update_icon(scan = TRUE)
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update_icon(scan = TRUE)
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else
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to_chat(user, "<span class='notice'>[src] isn't connected to anything!</span>")
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return 1
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@@ -108,41 +108,25 @@
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var/using_power = 0
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if(charging)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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if(E.power_supply.charge < E.power_supply.maxcharge)
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E.power_supply.give(E.power_supply.chargerate * recharge_coeff)
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E.recharge_newshot()
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var/obj/item/weapon/stock_parts/cell/C = charging.get_cell()
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if(C)
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if(C.charge < C.maxcharge)
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C.give(C.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(istype(charging, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = charging
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if(B.bcell)
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if(B.bcell.give(B.bcell.chargerate * recharge_coeff))
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use_power(200 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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E.recharge_newshot()
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return
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if(istype(charging, /obj/item/ammo_box/magazine/recharge))
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var/obj/item/ammo_box/magazine/recharge/R = charging
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if(R.stored_ammo.len < R.max_ammo)
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R.stored_ammo += new R.ammo_type(R)
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use_power(200 * recharge_coeff)
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using_power = 1
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if(istype(charging, /obj/item/device/modular_computer))
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var/obj/item/device/modular_computer/C = charging
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var/obj/item/weapon/computer_hardware/battery/battery_module = C.all_components[MC_CELL]
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if(battery_module)
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var/obj/item/weapon/computer_hardware/battery/B = battery_module
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if(B.battery)
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if(B.battery.charge < B.battery.maxcharge)
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B.battery.give(B.battery.chargerate * recharge_coeff)
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use_power(200 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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update_icon(using_power)
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return
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/obj/machinery/recharger/power_change()
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..()
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@@ -152,23 +136,23 @@
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if(!(stat & (NOPOWER|BROKEN)) && anchored)
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if(istype(charging, /obj/item/weapon/gun/energy))
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var/obj/item/weapon/gun/energy/E = charging
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if(E.power_supply)
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E.power_supply.emp_act(severity)
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if(E.cell)
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E.cell.emp_act(severity)
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else if(istype(charging, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = charging
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if(B.bcell)
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B.bcell.charge = 0
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if(B.cell)
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B.cell.charge = 0
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..()
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/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
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/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
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if(stat & (NOPOWER|BROKEN) || !anchored)
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icon_state = "rechargeroff"
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return
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if(scan)
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icon_state = "rechargeroff"
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return
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if(scan)
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icon_state = "rechargeroff"
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return
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if(panel_open)
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icon_state = "rechargeropen"
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return
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@@ -24,6 +24,9 @@
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var/settableTemperatureMedian = 30 + T0C
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var/settableTemperatureRange = 30
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/obj/machinery/space_heater/get_cell()
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return cell
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/obj/machinery/space_heater/New()
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..()
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cell = new(src)
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Reference in New Issue
Block a user