some modules things
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@@ -51,6 +51,7 @@
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obj_integrity = 200
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max_integrity = 200
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integrity_failure = 50
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resistance_flags = FIRE_PROOF
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var/area/area
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var/areastring = null
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var/obj/item/weapon/stock_parts/cell/cell
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@@ -736,6 +736,10 @@ var/global/list/datum/stack_recipe/cable_coil_recipes = list ( \
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pixel_y = rand(-2,2)
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update_icon()
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/obj/item/stack/cable_coil/red
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item_color = "red"
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icon_state = "coil_red"
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/obj/item/stack/cable_coil/yellow
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item_color = "yellow"
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icon_state = "coil_yellow"
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@@ -168,6 +168,8 @@
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investigate_log("lost power and turned <font color='red'>off</font>","singulo")
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log_game("Emitter lost power in ([x],[y],[z])")
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return
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if(!check_delay())
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return FALSE
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fire_beam()
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/obj/machinery/power/emitter/proc/check_delay()
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@@ -175,9 +177,16 @@
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return TRUE
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return FALSE
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/obj/machinery/power/emitter/proc/fire_beam()
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/obj/machinery/power/emitter/proc/fire_beam_pulse()
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if(!check_delay())
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return FALSE
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if(state != 2)
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return FALSE
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if(avail(active_power_usage))
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add_load(active_power_usage)
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fire_beam()
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/obj/machinery/power/emitter/proc/fire_beam()
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 20
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@@ -63,8 +63,10 @@
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/obj/singularity/narsie/Bump(atom/A)
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forceMove(get_turf(A))
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A.narsie_act()
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var/turf/T = get_turf(A)
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if(T == loc)
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T = get_step(A, A.dir) //please don't slam into a window like a bird, nar-sie
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forceMove(T)
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/obj/singularity/narsie/mezzer()
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@@ -90,10 +90,10 @@
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if((last_zap + zap_cooldown) > world.time)
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return FALSE
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last_zap = world.time
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var/coeff = (12 - (input_power_multiplier * 3))
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coeff = max(coeff, 1)
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var/shock_coeff = (5 - input_power_multiplier)
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shock_coeff = max(shock_coeff, 1)
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var/coeff = (20 - ((input_power_multiplier - 1) * 3))
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coeff = max(coeff, 10)
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var/shock_coeff = (4 - (input_power_multiplier - 2))
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shock_coeff = max(shock_coeff, 2)
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var/power = (powernet.avail/coeff)
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add_load(power)
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playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
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@@ -203,7 +203,7 @@ var/list/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
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else if(isliving(A))
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var/dist = get_dist(source, A)
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var/mob/living/L = A
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if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD)
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if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD && !L.tesla_ignore)
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closest_mob = L
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closest_atom = A
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closest_dist = dist
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