Merge pull request #12930 from Citadel-Station-13/silicons-patch-60
so you think you can parry turrets
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@@ -17,6 +17,7 @@
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active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power
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req_access = list(ACCESS_SEC_DOORS)
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power_channel = EQUIP //drains power from the EQUIPMENT channel
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speed_process = TRUE
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var/base_icon_state = "standard"
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var/scan_range = 7
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@@ -53,7 +54,7 @@
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var/last_fired = 0 //world.time the turret last fired
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var/shot_delay = 15 //ticks until next shot (1.5 ?)
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var/shot_stagger = 0 // sleep() shots to stagger attacks
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var/check_records = 1 //checks if it can use the security records
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var/criminals = 1 //checks if it can shoot people on arrest
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@@ -436,6 +437,9 @@
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else if(!always_up)
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popDown() // no valid targets, close the cover
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/obj/machinery/porta_turret/proc/randomize_shot_stagger()
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shot_stagger = rand(0, min(2 SECONDS, round(shot_delay/3, world.tick_lag)))
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/obj/machinery/porta_turret/proc/tryToShootAt(list/atom/movable/targets)
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while(targets.len > 0)
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var/atom/movable/M = pick(targets)
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@@ -443,7 +447,6 @@
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if(target(M))
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return 1
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/obj/machinery/porta_turret/proc/popUp() //pops the turret up
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if(!anchored)
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return
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@@ -525,11 +528,14 @@
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if(target)
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popUp() //pop the turret up if it's not already up.
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setDir(get_dir(base, target))//even if you can't shoot, follow the target
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shootAt(target)
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INVOKE_ASYNC(src, .proc/shootAt, target)
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return 1
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return
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/obj/machinery/porta_turret/proc/shootAt(atom/movable/target)
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/obj/machinery/porta_turret/proc/shootAt(atom/movable/target, stagger_enabled = FALSE)
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if(stagger_enabled)
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randomize_shot_stagger()
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sleep(shot_stagger)
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if(!raised) //the turret has to be raised in order to fire - makes sense, right?
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return
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