3cc7733f34
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
521 lines
16 KiB
Plaintext
521 lines
16 KiB
Plaintext
/obj/machinery/power/emitter
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name = "emitter"
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desc = "A heavy-duty industrial laser, often used in containment fields and power generation."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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anchored = FALSE
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density = TRUE
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req_access = list(ACCESS_ENGINE_EQUIP)
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circuit = /obj/item/circuitboard/machine/emitter
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use_power = NO_POWER_USE
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idle_power_usage = 10
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active_power_usage = 300
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var/icon_state_on = "emitter_+a"
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var/icon_state_underpowered = "emitter_+u"
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var/active = FALSE
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var/powered = FALSE
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var/fire_delay = 100
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var/maximum_fire_delay = 100 //10 seconds
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var/minimum_fire_delay = 20 // 2 seconds
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var/last_shot = 0
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var/shot_number = 0
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var/welded = FALSE ///if it's welded down to the ground or not. the emitter will not fire while unwelded. if set to true, the emitter will start anchored as well.
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var/locked = FALSE
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var/allow_switch_interact = TRUE
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var/projectile_type = /obj/projectile/beam/emitter
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var/projectile_sound = 'sound/weapons/emitter.ogg'
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var/datum/effect_system/spark_spread/sparks
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var/obj/item/gun/energy/gun
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var/list/gun_properties
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var/mode = 0
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// The following 3 vars are mostly for the prototype
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var/manual = FALSE
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var/charge = 0
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var/last_projectile_params
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/obj/machinery/power/emitter/welded/Initialize()
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welded = TRUE
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return ..()
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/obj/machinery/power/emitter/ctf
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name = "Energy Cannon"
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active = TRUE
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active_power_usage = FALSE
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idle_power_usage = FALSE
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locked = TRUE
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req_access_txt = "100"
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welded = TRUE
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use_power = FALSE
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/obj/machinery/power/emitter/Initialize()
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. = ..()
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RefreshParts()
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wires = new /datum/wires/emitter(src)
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if(welded)
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if(!anchored)
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set_anchored(TRUE)
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connect_to_network()
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sparks = new
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sparks.attach(src)
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sparks.set_up(5, TRUE, src)
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/obj/machinery/power/emitter/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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/obj/machinery/power/emitter/set_anchored(anchorvalue)
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. = ..()
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if(!anchored && welded) //make sure they're keep in sync in case it was forcibly unanchored by badmins or by a megafauna.
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welded = FALSE
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/obj/machinery/power/emitter/RefreshParts()
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var/max_firedelay = 120
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var/firedelay = 120
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var/min_firedelay = 24
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var/power_usage = 350
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for(var/obj/item/stock_parts/micro_laser/L in component_parts)
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max_firedelay -= 20 * L.rating
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min_firedelay -= 4 * L.rating
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firedelay -= 20 * L.rating
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maximum_fire_delay = max_firedelay
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minimum_fire_delay = min_firedelay
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fire_delay = firedelay
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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power_usage -= 50 * M.rating
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active_power_usage = power_usage
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/obj/machinery/power/emitter/examine(mob/user)
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. = ..()
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if(welded)
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. += "<span class='info'>It's moored firmly to the floor. You can unsecure its moorings with a <b>welder</b>.</span>"
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else if(anchored)
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. += "<span class='info'>It's currently anchored to the floor. You can secure its moorings with a <b>welder</b>, or remove it with a <b>wrench</b>.</span>"
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else
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. += "<span class='info'>It's not anchored to the floor. You can secure it in place with a <b>wrench</b>.</span>"
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if(in_range(user, src) || isobserver(user))
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if(!active)
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. += "<span class='notice'>Its status display is currently turned off.</span>"
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else if(!powered)
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. += "<span class='notice'>Its status display is glowing faintly.</span>"
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else
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. += "<span class='notice'>Its status display reads: Emitting one beam every <b>[DisplayTimeText(fire_delay)]</b>.</span>"
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. += "<span class='notice'>Power consumption at <b>[DisplayPower(active_power_usage)]</b>.</span>"
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/obj/machinery/power/emitter/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
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/obj/machinery/power/emitter/proc/can_be_rotated(mob/user,rotation_type)
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if (anchored)
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to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
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return FALSE
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return TRUE
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/obj/machinery/power/emitter/should_have_node()
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return welded
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/obj/machinery/power/emitter/Destroy()
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if(SSticker.IsRoundInProgress())
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var/turf/T = get_turf(src)
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message_admins("Emitter deleted at [ADMIN_VERBOSEJMP(T)]")
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log_game("Emitter deleted at [AREACOORD(T)]")
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investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
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QDEL_NULL(sparks)
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return ..()
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/obj/machinery/power/emitter/update_icon_state()
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if(active && powernet)
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icon_state = avail(active_power_usage) ? icon_state_on : icon_state_underpowered
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/emitter/interact(mob/user)
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add_fingerprint(user)
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if(welded)
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if(!powernet)
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to_chat(user, "<span class='warning'>\The [src] isn't connected to a wire!</span>")
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return TRUE
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if(!locked && allow_switch_interact)
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if(active == TRUE)
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active = FALSE
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to_chat(user, "<span class='notice'>You turn off [src].</span>")
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else
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active = TRUE
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to_chat(user, "<span class='notice'>You turn on [src].</span>")
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shot_number = 0
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fire_delay = maximum_fire_delay
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message_admins("Emitter turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
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log_game("Emitter turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
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investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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update_icon()
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else
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to_chat(user, "<span class='warning'>The controls are locked!</span>")
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else
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to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
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return TRUE
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/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
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if(ismegafauna(M) && anchored)
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set_anchored(FALSE)
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M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
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else
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. = ..()
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if(. && !anchored)
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step(src, get_dir(M, src))
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/obj/machinery/power/emitter/process(delta_time)
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if(machine_stat & (BROKEN))
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return
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if(!welded || (!powernet && active_power_usage))
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active = FALSE
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update_icon()
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return
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if(active == TRUE)
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if(!active_power_usage || surplus() >= active_power_usage)
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add_load(active_power_usage)
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if(!powered)
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powered = TRUE
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update_icon()
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investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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else
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if(powered)
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powered = FALSE
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update_icon()
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investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
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log_game("Emitter lost power in [AREACOORD(src)]")
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return
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if(charge <= 80)
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charge += 2.5 * delta_time
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if(!check_delay() || manual == TRUE)
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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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if((src.last_shot + src.fire_delay) <= world.time)
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return TRUE
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return FALSE
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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(!welded)
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return FALSE
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if(surplus() >= 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(mob/user)
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var/obj/projectile/P = new projectile_type(get_turf(src))
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playsound(src, projectile_sound, 50, TRUE)
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if(prob(35))
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sparks.start()
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P.firer = user ? user : src
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P.fired_from = src
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if(last_projectile_params)
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P.p_x = last_projectile_params[2]
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P.p_y = last_projectile_params[3]
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P.fire(last_projectile_params[1])
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else
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P.fire(dir2angle(dir))
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if(!manual)
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last_shot = world.time
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if(shot_number < 3)
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fire_delay = 20
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shot_number ++
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else
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fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
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shot_number = 0
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return P
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/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
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if(active)
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if(!silent)
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to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
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return FAILED_UNFASTEN
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else if(welded)
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if(!silent)
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to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I)
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..()
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default_unfasten_wrench(user, I)
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return TRUE
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/obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/I)
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..()
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if(active)
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to_chat(user, "<span class='warning'>Turn [src] off first!</span>")
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return TRUE
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if(welded)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("<span class='notice'>[user.name] starts to cut the [name] free from the floor.</span>", \
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"<span class='notice'>You start to cut [src] free from the floor...</span>", \
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"<span class='hear'>You hear welding.</span>")
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if(I.use_tool(src, user, 20, volume=50) && welded)
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welded = FALSE
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to_chat(user, "<span class='notice'>You cut [src] free from the floor.</span>")
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disconnect_from_network()
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update_cable_icons_on_turf(get_turf(src))
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else if(anchored)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("<span class='notice'>[user.name] starts to weld the [name] to the floor.</span>", \
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"<span class='notice'>You start to weld [src] to the floor...</span>", \
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"<span class='hear'>You hear welding.</span>")
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if(I.use_tool(src, user, 20, volume=50) && anchored)
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welded = TRUE
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to_chat(user, "<span class='notice'>You weld [src] to the floor.</span>")
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connect_to_network()
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update_cable_icons_on_turf(get_turf(src))
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else
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to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
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return TRUE
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/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I)
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if(panel_open && gun)
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return remove_gun(user)
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default_deconstruction_crowbar(I)
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return TRUE
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/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
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if(..())
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return TRUE
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default_deconstruction_screwdriver(user, "emitter_open", "emitter", I)
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return TRUE
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/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
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if(I.GetID())
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if(obj_flags & EMAGGED)
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to_chat(user, "<span class='warning'>The lock seems to be broken!</span>")
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return
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if(allowed(user))
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if(active)
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locked = !locked
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to_chat(user, "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>")
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else
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to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online!</span>")
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else
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to_chat(user, "<span class='danger'>Access denied.</span>")
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return
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else if(is_wire_tool(I) && panel_open)
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wires.interact(user)
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return
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else if(panel_open && !gun && istype(I,/obj/item/gun/energy))
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if(integrate(I,user))
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return
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return ..()
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/obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/E,mob/user)
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if(istype(E, /obj/item/gun/energy))
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if(!user.transferItemToLoc(E, src))
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return
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gun = E
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gun_properties = gun.get_turret_properties()
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set_projectile()
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return TRUE
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/obj/machinery/power/emitter/proc/remove_gun(mob/user)
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if(!gun)
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return
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user.put_in_hands(gun)
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gun = null
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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gun_properties = list()
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set_projectile()
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return TRUE
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/obj/machinery/power/emitter/proc/set_projectile()
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if(LAZYLEN(gun_properties))
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if(mode || !gun_properties["lethal_projectile"])
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projectile_type = gun_properties["stun_projectile"]
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projectile_sound = gun_properties["stun_projectile_sound"]
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else
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projectile_type = gun_properties["lethal_projectile"]
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projectile_sound = gun_properties["lethal_projectile_sound"]
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return
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projectile_type = initial(projectile_type)
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projectile_sound = initial(projectile_sound)
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/obj/machinery/power/emitter/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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return
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locked = FALSE
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obj_flags |= EMAGGED
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if(user)
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user.visible_message("<span class='warning'>[user.name] emags [src].</span>", "<span class='notice'>You short out the lock.</span>")
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/obj/machinery/power/emitter/prototype
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name = "Prototype Emitter"
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icon = 'icons/obj/turrets.dmi'
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icon_state = "protoemitter"
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icon_state_on = "protoemitter_+a"
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icon_state_underpowered = "protoemitter_+u"
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can_buckle = TRUE
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buckle_lying = FALSE
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var/view_range = 4.5
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var/datum/action/innate/protoemitter/firing/auto
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//BUCKLE HOOKS
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/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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manual = FALSE
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/turret_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.view_size.resetToDefault()
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auto.Remove(buckled_mob)
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. = ..()
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/obj/machinery/power/emitter/prototype/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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for(var/atom/movable/A in get_turf(src))
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if(A.density && (A != src && A != M))
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return
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M.forceMove(get_turf(src))
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..()
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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M.pixel_y = 14
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layer = 4.1
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if(M.client)
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M.client.view_size.setTo(view_range)
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if(!auto)
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auto = new()
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auto.Grant(M, src)
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/datum/action/innate/protoemitter
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check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | AB_CHECK_CONSCIOUS
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var/obj/machinery/power/emitter/prototype/PE
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var/mob/living/carbon/U
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/datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto)
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PE = proto
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U = L
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. = ..()
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/datum/action/innate/protoemitter/firing
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name = "Switch to Manual Firing"
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desc = "The emitter will only fire on your command and at your designated target"
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button_icon_state = "mech_zoom_on"
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/datum/action/innate/protoemitter/firing/Activate()
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if(PE.manual)
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playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
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PE.manual = FALSE
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name = "Switch to Manual Firing"
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desc = "The emitter will only fire on your command and at your designated target"
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button_icon_state = "mech_zoom_on"
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for(var/obj/item/I in U.held_items)
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if(istype(I, /obj/item/turret_control))
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qdel(I)
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UpdateButtonIcon()
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return
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else
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playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
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name = "Switch to Automatic Firing"
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desc = "Emitters will switch to periodic firing at your last target"
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button_icon_state = "mech_zoom_off"
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PE.manual = TRUE
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|
for(var/V in U.held_items)
|
|
var/obj/item/I = V
|
|
if(istype(I))
|
|
if(U.dropItemToGround(I))
|
|
var/obj/item/turret_control/TC = new /obj/item/turret_control()
|
|
U.put_in_hands(TC)
|
|
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
|
|
var/obj/item/turret_control/TC = new /obj/item/turret_control()
|
|
U.put_in_hands(TC)
|
|
UpdateButtonIcon()
|
|
|
|
|
|
/obj/item/turret_control
|
|
name = "turret controls"
|
|
icon_state = "offhand"
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
item_flags = ABSTRACT | NOBLUDGEON
|
|
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
var/delay = 0
|
|
|
|
/obj/item/turret_control/Initialize()
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
|
|
|
|
/obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams)
|
|
. = ..()
|
|
var/obj/machinery/power/emitter/E = user.buckled
|
|
E.setDir(get_dir(E,targeted_atom))
|
|
user.setDir(E.dir)
|
|
switch(E.dir)
|
|
if(NORTH)
|
|
E.layer = 3.9
|
|
user.pixel_x = 0
|
|
user.pixel_y = -14
|
|
if(NORTHEAST)
|
|
E.layer = 3.9
|
|
user.pixel_x = -8
|
|
user.pixel_y = -12
|
|
if(EAST)
|
|
E.layer = 4.1
|
|
user.pixel_x = -14
|
|
user.pixel_y = 0
|
|
if(SOUTHEAST)
|
|
E.layer = 3.9
|
|
user.pixel_x = -8
|
|
user.pixel_y = 12
|
|
if(SOUTH)
|
|
E.layer = 4.1
|
|
user.pixel_x = 0
|
|
user.pixel_y = 14
|
|
if(SOUTHWEST)
|
|
E.layer = 3.9
|
|
user.pixel_x = 8
|
|
user.pixel_y = 12
|
|
if(WEST)
|
|
E.layer = 4.1
|
|
user.pixel_x = 14
|
|
user.pixel_y = 0
|
|
if(NORTHWEST)
|
|
E.layer = 3.9
|
|
user.pixel_x = 8
|
|
user.pixel_y = -12
|
|
|
|
E.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, clickparams)
|
|
|
|
if(E.charge >= 10 && world.time > delay)
|
|
E.charge -= 10
|
|
E.fire_beam(user)
|
|
delay = world.time + 10
|
|
else if (E.charge < 10)
|
|
playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
|
|