216 lines
7.9 KiB
Plaintext
216 lines
7.9 KiB
Plaintext
//Engineering modules for MODsuits
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///Welding Protection - Makes the helmet protect from flashes and welding.
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/obj/item/mod/module/welding
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name = "MOD welding protection module"
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desc = "A module installed into the visor of the suit, this projects a \
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polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
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immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
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icon_state = "welding"
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complexity = 1
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incompatible_modules = list(/obj/item/mod/module/welding)
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overlay_state_inactive = "module_welding"
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/obj/item/mod/module/welding/on_suit_activation()
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mod.helmet.flash_protect = 2
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/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
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if(deleting)
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return
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mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
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///T-Ray Scan - Scans the terrain for undertile objects.
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/obj/item/mod/module/t_ray
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name = "MOD t-ray scan module"
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desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
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to essentially echolocate things beneath the floor, mostly cables and pipes. \
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A staple of atmospherics work, and counter-smuggling work."
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icon_state = "tray"
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module_type = MODULE_TOGGLE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/t_ray)
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cooldown_time = 0.5 SECONDS
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/// T-ray scan range.
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var/range = 4
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/obj/item/mod/module/t_ray/on_active_process(delta_time)
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t_ray_scan(mod.wearer, 0.8 SECONDS, range)
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///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
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/obj/item/mod/module/magboot
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name = "MOD magnetic stability module"
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desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
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excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
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However, these basic models do not feature computerized systems to automatically toggle them on and off, \
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so numerous users report a certain stickiness to their steps."
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icon_state = "magnet"
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module_type = MODULE_TOGGLE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/magboot)
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cooldown_time = 0.5 SECONDS
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/// Slowdown added onto the suit.
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var/slowdown_active = 2
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/obj/item/mod/module/magboot/on_activation()
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. = ..()
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if(!.)
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return
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mod.boots.clothing_flags |= NOSLIP
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ADD_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
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mod.slowdown += slowdown_active
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mod.wearer.update_gravity(mod.wearer.has_gravity())
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mod.wearer.update_equipment_speed_mods()
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/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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mod.boots.clothing_flags &= ~NOSLIP
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REMOVE_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
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mod.slowdown -= slowdown_active
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mod.wearer.update_gravity(mod.wearer.has_gravity())
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mod.wearer.update_equipment_speed_mods()
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/obj/item/mod/module/magboot/advanced
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name = "MOD advanced magnetic stability module"
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removable = FALSE
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complexity = 0
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slowdown_active = 0
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///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
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/obj/item/mod/module/tether
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name = "MOD emergency tether module"
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desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
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While some older models of cargo-oriented grapples have capacities of a few tons, \
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these are only capable of working in zero-gravity environments, a blessing to some Engineers."
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icon_state = "tether"
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module_type = MODULE_ACTIVE
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complexity = 3
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/tether)
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cooldown_time = 1.5 SECONDS
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/obj/item/mod/module/tether/on_use()
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if(mod.wearer.has_gravity(get_turf(src)))
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balloon_alert(mod.wearer, "too much gravity!")
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playsound(src, "gun_dry_fire", 25, TRUE)
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return FALSE
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return ..()
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/obj/item/mod/module/tether/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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var/obj/item/projectile/tether = new /obj/item/projectile/tether(mod.wearer.loc)
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tether.preparePixelProjectile(target, mod.wearer)
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tether.firer = mod.wearer
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playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
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INVOKE_ASYNC(tether, /obj/item/projectile.proc/fire)
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drain_power(use_power_cost)
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/obj/item/projectile/tether
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name = "tether"
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icon_state = "tether_projectile"
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icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
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damage = 0
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nodamage = TRUE
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range = 10
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hitsound = 'sound/weapons/batonextend.ogg'
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hitsound_wall = 'sound/weapons/batonextend.ogg'
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suppressed = SUPPRESSED_VERY
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hit_threshhold = LATTICE_LAYER
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/// Reference to the beam following the projectile.
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var/line
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/obj/item/projectile/tether/fire(setAngle)
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if(firer)
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line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi')
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..()
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/obj/item/projectile/tether/on_hit(atom/target)
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. = ..()
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if(firer)
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firer.throw_at(target, 10, 1, firer, FALSE, FALSE, null, MOVE_FORCE_NORMAL, TRUE)
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/obj/item/projectile/tether/Destroy()
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QDEL_NULL(line)
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return ..()
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///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
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/obj/item/mod/module/rad_protection
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name = "MOD radiation protection module"
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desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation."
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icon_state = "radshield"
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complexity = 2
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/rad_protection)
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/obj/item/mod/module/rad_protection/on_suit_activation()
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mod.armor = mod.armor.modifyRating(rad = 65)
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mod.rad_flags = RAD_PROTECT_CONTENTS|RAD_NO_CONTAMINATE
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for(var/obj/item/part in mod.mod_parts)
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part.armor = mod.armor
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part.rad_flags = mod.rad_flags
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/obj/item/mod/module/rad_protection/on_suit_deactivation(deleting = FALSE)
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mod.armor = mod.armor.modifyRating(rad = -65)
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mod.rad_flags = NONE
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for(var/obj/item/part in mod.mod_parts)
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part.armor = mod.armor
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part.rad_flags = mod.rad_flags
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///Constructor - Lets you build quicker and create RCD holograms.
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/obj/item/mod/module/constructor
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name = "MOD constructor module"
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desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
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advanced arm servos meant to carry crewmembers. However, it contains the \
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latest engineering schematics combined with inbuilt memory to help the user build walls."
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icon_state = "constructor"
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module_type = MODULE_USABLE
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complexity = 2
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 2
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incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
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cooldown_time = 11 SECONDS
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/obj/item/mod/module/constructor/on_suit_activation()
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ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
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/obj/item/mod/module/constructor/on_suit_deactivation(deleting = FALSE)
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REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
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///Mister - Sprays water over an area.
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/obj/item/mod/module/mister
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name = "MOD water mister module"
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desc = "A module containing a mister, able to spray it over areas."
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icon_state = "mister"
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module_type = MODULE_ACTIVE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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device = /obj/item/reagent_containers/spray/mister
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incompatible_modules = list(/obj/item/mod/module/mister)
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cooldown_time = 0.5 SECONDS
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/// Volume of our reagent holder.
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var/volume = 500
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/obj/item/mod/module/mister/Initialize(mapload)
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create_reagents(volume, OPENCONTAINER)
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return ..()
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///Resin Mister - Sprays resin over an area.
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/obj/item/mod/module/mister/atmos
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name = "MOD resin mister module"
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desc = "An atmospheric resin mister, able to fix up areas quickly."
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device = /obj/item/extinguisher/mini/nozzle/mod
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volume = 250
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/obj/item/mod/module/mister/atmos/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/water, volume)
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/obj/item/extinguisher/mini/nozzle/mod
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name = "MOD atmospheric mister"
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desc = "An atmospheric resin mister with three modes, mounted as a module."
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