b1ff6b7220
Conflicts: code/game/turfs/simulated/floor/light_floor.dm
274 lines
11 KiB
Plaintext
274 lines
11 KiB
Plaintext
var/bomb_set
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/obj/machinery/nuclearbomb
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name = "nuclear fission explosive"
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desc = "You probably shouldn't stick around to see if this is armed."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "nuclearbomb0"
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density = 1
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var/timeleft = 60.0
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var/timing = 0.0
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var/r_code = "ADMIN"
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var/code = ""
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var/yes_code = 0.0
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var/safety = 1.0
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var/obj/item/weapon/disk/nuclear/auth = null
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use_power = 0
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var/previous_level = ""
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var/lastentered = ""
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var/immobile = 0 //Not all nukes should be moved
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/obj/machinery/nuclearbomb/selfdestruct
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name = "station self-destruct terminal"
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desc = "For when it all gets too much to bear. Do not taunt."
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icon = 'icons/obj/machines/bignuke.dmi'
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anchored = 1 //stops it being moved
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immobile = 1 //prevents it from ever being moved
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layer = 4
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/obj/machinery/nuclearbomb/process()
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if (src.timing)
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bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed.
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src.timeleft--
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if (src.timeleft <= 0)
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explode()
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else
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var/volume = (timeleft <= 20 ? 30 : 5)
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playsound(loc, 'sound/items/timer.ogg', volume, 0)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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return
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/obj/machinery/nuclearbomb/attackby(obj/item/weapon/I as obj, mob/user as mob, params)
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if (istype(I, /obj/item/weapon/disk/nuclear))
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usr.drop_item()
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I.loc = src
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src.auth = I
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src.add_fingerprint(user)
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return
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..()
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/obj/machinery/nuclearbomb/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/nuclearbomb/attack_ai(mob/user as mob)
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return
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/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
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user.set_machine(src)
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var/dat = text("<TT>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (src.auth ? "++++++++++" : "----------"))
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if (src.auth)
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if (src.yes_code)
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dat += text("\n<B>Status</B>: []-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] <A href='?src=\ref[];timer=1'>Toggle</A><BR>\nTime: <A href='?src=\ref[];time=-10'>-</A> <A href='?src=\ref[];time=-1'>-</A> [] <A href='?src=\ref[];time=1'>+</A> <A href='?src=\ref[];time=10'>+</A><BR>\n<BR>\nSafety: [] <A href='?src=\ref[];safety=1'>Toggle</A><BR>\nAnchor: [] <A href='?src=\ref[];anchor=1'>Toggle</A><BR>\n", (src.timing ? "Func/Set" : "Functional"), (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src, src, src, src.timeleft, src, src, (src.safety ? "On" : "Off"), src, (src.anchored ? "Engaged" : "Off"), src)
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else
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dat += text("\n<B>Status</B>: Auth. S2-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\n[] Safety: Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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else
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if (src.timing)
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dat += text("\n<B>Status</B>: Set-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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else
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dat += text("\n<B>Status</B>: Auth. S1-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
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var/message = "AUTH"
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if (src.auth)
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message = text("[]", src.code)
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if (src.yes_code)
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message = "*****"
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dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A><A href='?src=\ref[];type=2'>2</A><A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A><A href='?src=\ref[];type=5'>5</A><A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A><A href='?src=\ref[];type=8'>8</A><A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A><A href='?src=\ref[];type=0'>0</A><A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
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var/datum/browser/popup = new(user, "nuclearbomb", name, 300, 400)
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popup.set_content(dat)
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popup.open()
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return
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/obj/machinery/nuclearbomb/Topic(href, href_list)
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if(..())
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return
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usr.set_machine(src)
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if (href_list["auth"])
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if (src.auth)
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src.auth.loc = src.loc
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src.yes_code = 0
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src.auth = null
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else
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var/obj/item/I = usr.get_active_hand()
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if (istype(I, /obj/item/weapon/disk/nuclear))
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usr.drop_item()
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I.loc = src
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src.auth = I
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if (src.auth)
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if (href_list["type"])
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if (href_list["type"] == "E")
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if (src.code == src.r_code)
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src.yes_code = 1
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src.code = null
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else
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src.code = "ERROR"
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else
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if (href_list["type"] == "R")
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src.yes_code = 0
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src.code = null
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else
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lastentered = text("[]", href_list["type"])
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if (text2num(lastentered) == null)
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var/turf/LOC = get_turf(usr)
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message_admins("[key_name_admin(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: <a href='?_src_=vars;Vars=\ref[src]'>[lastentered]</a> ! ([LOC ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[LOC.x];Y=[LOC.y];Z=[LOC.z]'>JMP</a>" : "null"])", 0)
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log_admin("EXPLOIT : [key_name(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: [lastentered] !")
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else
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src.code += lastentered
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if (length(src.code) > 5)
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src.code = "ERROR"
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if (src.yes_code)
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if (href_list["time"])
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var/time = text2num(href_list["time"])
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src.timeleft += time
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src.timeleft = min(max(round(src.timeleft), 60), 600)
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if (href_list["timer"])
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if (src.timing == -1.0)
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return
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if (src.safety)
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usr << "<span class='danger'>The safety is still on.</span>"
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return
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src.timing = !( src.timing )
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if (src.timing)
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src.icon_state = "nuclearbomb2"
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if(!src.safety)
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bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N
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src.previous_level = "[get_security_level()]"
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set_security_level("delta")
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else
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bomb_set = 0
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set_security_level("[previous_level]")
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else
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src.icon_state = "nuclearbomb1"
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bomb_set = 0
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set_security_level("[previous_level]")
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if (href_list["safety"])
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src.safety = !( src.safety )
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src.icon_state = "nuclearbomb1"
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if(safety)
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src.timing = 0
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bomb_set = 0
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if (href_list["anchor"])
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if(!isinspace()&&(!immobile))
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src.anchored = !( src.anchored )
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else if(immobile)
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usr << "<span class='warning'>This device is immovable!</span>"
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else
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usr << "<span class='warning'>There is nothing to anchor to!</span>"
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src.add_fingerprint(usr)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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src.attack_hand(M)
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/obj/machinery/nuclearbomb/ex_act(severity, target)
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return
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/obj/machinery/nuclearbomb/blob_act()
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if (src.timing == -1.0)
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return
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else
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return ..()
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return
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#define NUKERANGE 80
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/obj/machinery/nuclearbomb/proc/explode()
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if (src.safety)
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src.timing = 0
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return
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src.timing = -1.0
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src.yes_code = 0
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src.safety = 1
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src.icon_state = "nuclearbomb3"
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for(var/mob/M in player_list)
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M << 'sound/machines/Alarm.ogg'
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if (ticker && ticker.mode)
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ticker.mode.explosion_in_progress = 1
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sleep(100)
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enter_allowed = 0
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var/off_station = 0
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var/turf/bomb_location = get_turf(src)
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if( bomb_location && (bomb_location.z == ZLEVEL_STATION) )
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if( (bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)) )
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off_station = 1
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else
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off_station = 2
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if(ticker.mode && ticker.mode.name == "nuclear emergency")
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var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
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ticker.mode:syndies_didnt_escape = (Shuttle && Shuttle.z == ZLEVEL_CENTCOM) ? 0 : 1
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ticker.mode:nuke_off_station = off_station
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ticker.station_explosion_cinematic(off_station,null)
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if(ticker.mode)
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ticker.mode.explosion_in_progress = 0
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if(ticker.mode.name == "nuclear emergency")
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ticker.mode:nukes_left --
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else
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world << "<B>The station was destoyed by the nuclear blast!</B>"
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ticker.mode.station_was_nuked = (off_station<2) //offstation==1 is a draw. the station becomes irradiated and needs to be evacuated.
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//kinda shit but I couldn't get permission to do what I wanted to do.
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if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
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world << "<B>Resetting in 30 seconds!</B>"
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feedback_set_details("end_error","nuke - unhandled ending")
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if(blackbox)
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blackbox.save_all_data_to_sql()
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sleep(300)
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log_game("Rebooting due to nuclear detonation")
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kick_clients_in_lobby("<span class='danger'>The round came to an end with you in the lobby.</span>", 1) //second parameter ensures only afk clients are kicked
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world.Reboot()
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return
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return
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/*
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This is here to make the tiles around the station mininuke change when it's armed.
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*/
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/obj/machinery/nuclearbomb/selfdestruct/proc/SetTurfs()
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if(loc == initial(loc))
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var/text_icon_state = "[timing ? "rcircuitanim" : "gcircuit"]"
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for(var/turf/simulated/floor/bluegrid/T in orange(src, 1))
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T.icon_state = text_icon_state
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/obj/machinery/nuclearbomb/selfdestruct/Topic()
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..()
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SetTurfs()
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//==========DAT FUKKEN DISK===============
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/obj/item/weapon/disk/nuclear
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name = "nuclear authentication disk"
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desc = "Better keep this safe."
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icon_state = "nucleardisk"
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item_state = "card-id"
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w_class = 1.0
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/obj/item/weapon/disk/nuclear/New()
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..()
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SSobj.processing |= src
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/obj/item/weapon/disk/nuclear/process()
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var/turf/disk_loc = get_turf(src)
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if(disk_loc.z > ZLEVEL_CENTCOM)
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get(src, /mob) << "<span class='danger'>You can't help but feel that you just lost something back there...</span>"
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Destroy()
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/obj/item/weapon/disk/nuclear/Destroy()
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if(blobstart.len > 0)
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var/obj/item/weapon/disk/nuclear/NEWDISK = new(pick(blobstart))
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transfer_fingerprints_to(NEWDISK)
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var/turf/diskturf = get_turf(src)
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message_admins("[src] has been destroyed in ([diskturf.x], [diskturf.y] ,[diskturf.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>). Moving it to ([NEWDISK.x], [NEWDISK.y], [NEWDISK.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[NEWDISK.x];Y=[NEWDISK.y];Z=[NEWDISK.z]'>JMP</a>).")
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log_game("[src] has been destroyed in ([diskturf.x], [diskturf.y] ,[diskturf.z]). Moving it to ([NEWDISK.x], [NEWDISK.y], [NEWDISK.z]).")
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del(src) //Needed to clear all references to it
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else
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ERROR("[src] was supposed to be destroyed, but we were unable to locate a blobstart landmark to spawn a new one.")
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return 1 // Cancel destruction.
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