Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
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@@ -0,0 +1,261 @@
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#define CHRONO_BEAM_RANGE 3
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#define CHRONO_FRAME_COUNT 22
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/obj/item/chrono_eraser
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name = "Timestream Eradication Device"
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desc = "The result of outlawed time-bluespace research, this device is capable of wiping a being from the timestream. They never are, they never were, they never will be."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronobackpack"
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item_state = "backpack"
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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slowdown = 1
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actions_types = list(/datum/action/item_action/equip_unequip_TED_Gun)
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var/obj/item/gun/energy/chrono_gun/PA = null
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var/list/erased_minds = list() //a collection of minds from the dead
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/obj/item/chrono_eraser/proc/pass_mind(datum/mind/M)
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erased_minds += M
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/obj/item/chrono_eraser/dropped()
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..()
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if(PA)
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qdel(PA)
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/obj/item/chrono_eraser/Destroy()
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dropped()
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return ..()
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/obj/item/chrono_eraser/ui_action_click(mob/user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.back == src)
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if(PA)
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qdel(PA)
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else
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PA = new(src)
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user.put_in_hands(PA)
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/obj/item/chrono_eraser/item_action_slot_check(slot, mob/user)
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if(slot == slot_back)
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return 1
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/obj/item/gun/energy/chrono_gun
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name = "T.E.D. Projection Apparatus"
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desc = "It's as if they never existed in the first place."
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = WEIGHT_CLASS_NORMAL
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flags_1 = NODROP_1 | DROPDEL_1
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ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam)
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can_charge = 0
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fire_delay = 50
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var/obj/item/chrono_eraser/TED = null
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var/obj/effect/chrono_field/field = null
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var/turf/startpos = null
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/obj/item/gun/energy/chrono_gun/Initialize()
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. = ..()
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if(istype(loc, /obj/item/chrono_eraser))
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TED = loc
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else //admin must have spawned it
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TED = new(src.loc)
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qdel(src)
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/obj/item/gun/energy/chrono_gun/update_icon()
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return
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/obj/item/gun/energy/chrono_gun/process_fire()
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if(field)
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field_disconnect(field)
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..()
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/obj/item/gun/energy/chrono_gun/Destroy()
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if(TED)
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TED.PA = null
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TED = null
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if(field)
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field_disconnect(field)
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return ..()
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/obj/item/gun/energy/chrono_gun/proc/field_connect(obj/effect/chrono_field/F)
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var/mob/living/user = src.loc
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if(F.gun)
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if(isliving(user) && F.captured)
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to_chat(user, "<span class='alert'><b>FAIL: <i>[F.captured]</i> already has an existing connection.</b></span>")
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src.field_disconnect(F)
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else
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startpos = get_turf(src)
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field = F
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F.gun = src
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if(isliving(user) && F.captured)
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to_chat(user, "<span class='notice'>Connection established with target: <b>[F.captured]</b></span>")
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/obj/item/gun/energy/chrono_gun/proc/field_disconnect(obj/effect/chrono_field/F)
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if(F && field == F)
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var/mob/living/user = src.loc
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if(F.gun == src)
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F.gun = null
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if(isliving(user) && F.captured)
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to_chat(user, "<span class='alert'>Disconnected from target: <b>[F.captured]</b></span>")
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field = null
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startpos = null
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/obj/item/gun/energy/chrono_gun/proc/field_check(obj/effect/chrono_field/F)
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if(F)
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if(field == F)
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var/turf/currentpos = get_turf(src)
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var/mob/living/user = src.loc
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if((currentpos == startpos) && (field in view(CHRONO_BEAM_RANGE, currentpos)) && !user.lying && (user.stat == CONSCIOUS))
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return 1
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field_disconnect(F)
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return 0
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/obj/item/gun/energy/chrono_gun/proc/pass_mind(datum/mind/M)
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if(TED)
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TED.pass_mind(M)
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/obj/item/projectile/energy/chrono_beam
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name = "eradication beam"
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icon_state = "chronobolt"
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range = CHRONO_BEAM_RANGE
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nodamage = 1
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var/obj/item/gun/energy/chrono_gun/gun = null
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/obj/item/projectile/energy/chrono_beam/fire()
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gun = firer.get_active_held_item()
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if(istype(gun))
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return ..()
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else
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return 0
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/obj/item/projectile/energy/chrono_beam/on_hit(atom/target)
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if(target && gun && isliving(target))
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var/obj/effect/chrono_field/F = new(target.loc, target, gun)
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gun.field_connect(F)
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/obj/item/ammo_casing/energy/chrono_beam
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name = "eradication beam"
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projectile_type = /obj/item/projectile/energy/chrono_beam
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icon_state = "chronobolt"
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e_cost = 0
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/obj/effect/chrono_field
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name = "eradication field"
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desc = "An aura of time-bluespace energy."
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icon = 'icons/effects/effects.dmi'
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icon_state = "chronofield"
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density = FALSE
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anchored = TRUE
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blend_mode = BLEND_MULTIPLY
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var/mob/living/captured = null
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var/obj/item/gun/energy/chrono_gun/gun = null
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var/tickstokill = 15
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var/mutable_appearance/mob_underlay
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var/preloaded = 0
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var/RPpos = null
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/obj/effect/chrono_field/New(loc, var/mob/living/target, var/obj/item/gun/energy/chrono_gun/G)
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if(target && isliving(target) && G)
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target.loc = src
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src.captured = target
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var/icon/mob_snapshot = getFlatIcon(target)
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var/icon/cached_icon = new()
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for(var/i=1, i<=CHRONO_FRAME_COUNT, i++)
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var/icon/removing_frame = icon('icons/obj/chronos.dmi', "erasing", SOUTH, i)
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var/icon/mob_icon = icon(mob_snapshot)
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mob_icon.Blend(removing_frame, ICON_MULTIPLY)
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cached_icon.Insert(mob_icon, "frame[i]")
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mob_underlay = mutable_appearance(cached_icon, "frame1")
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update_icon()
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desc = initial(desc) + "<br><span class='info'>It appears to contain [target.name].</span>"
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START_PROCESSING(SSobj, src)
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/obj/effect/chrono_field/Destroy()
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if(gun && gun.field_check(src))
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gun.field_disconnect(src)
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return ..()
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/obj/effect/chrono_field/update_icon()
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var/ttk_frame = 1 - (tickstokill / initial(tickstokill))
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ttk_frame = Clamp(Ceiling(ttk_frame * CHRONO_FRAME_COUNT), 1, CHRONO_FRAME_COUNT)
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if(ttk_frame != RPpos)
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RPpos = ttk_frame
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mob_underlay.icon_state = "frame[RPpos]"
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underlays = list() //hack: BYOND refuses to update the underlay to match the icon_state otherwise
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underlays += mob_underlay
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/obj/effect/chrono_field/process()
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if(captured)
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if(tickstokill > initial(tickstokill))
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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qdel(src)
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else if(tickstokill <= 0)
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to_chat(captured, "<span class='boldnotice'>As the last essence of your being is erased from time, you begin to re-experience your most enjoyable memory. You feel happy...</span>")
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var/mob/dead/observer/ghost = captured.ghostize(1)
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if(captured.mind)
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if(ghost)
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ghost.mind = null
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if(gun)
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gun.pass_mind(captured.mind)
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qdel(captured)
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qdel(src)
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else
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captured.Unconscious(80)
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if(captured.loc != src)
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captured.loc = src
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update_icon()
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if(gun)
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if(gun.field_check(src))
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tickstokill--
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else
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gun = null
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return .()
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else
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tickstokill++
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else
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qdel(src)
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/obj/effect/chrono_field/bullet_act(obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/energy/chrono_beam))
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var/obj/item/projectile/energy/chrono_beam/beam = P
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var/obj/item/gun/energy/chrono_gun/Pgun = beam.gun
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if(Pgun && istype(Pgun))
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Pgun.field_connect(src)
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else
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return 0
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/obj/effect/chrono_field/assume_air()
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return 0
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/obj/effect/chrono_field/return_air() //we always have nominal air and temperature
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var/datum/gas_mixture/GM = new
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GM.assert_gases("o2","n2")
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GM.gases["o2"][MOLES] = MOLES_O2STANDARD
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GM.gases["n2"][MOLES] = MOLES_N2STANDARD
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GM.temperature = T20C
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return GM
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/obj/effect/chrono_field/Move()
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return
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/obj/effect/chrono_field/singularity_act()
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return
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/obj/effect/chrono_field/ex_act()
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return
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/obj/effect/chrono_field/blob_act(obj/structure/blob/B)
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return
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#undef CHRONO_BEAM_RANGE
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#undef CHRONO_FRAME_COUNT
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