54dc879f19
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person. WHAT THIS ACTUALLY CHANGES: Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance. Why It's Good For The Game This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy. Changelog 🆑 add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person. /🆑
243 lines
6.8 KiB
Plaintext
243 lines
6.8 KiB
Plaintext
/obj/item/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
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is_position_sensitive = TRUE
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var/on = FALSE
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var/visible = FALSE
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var/maxlength = 8
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var/list/obj/effect/beam/i_beam/beams
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var/olddir = 0
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var/turf/listeningTo
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var/hearing_range = 3
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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/obj/item/assembly/infra/Initialize()
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. = ..()
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beams = list()
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START_PROCESSING(SSobj, src)
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/obj/item/assembly/infra/ComponentInitialize()
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. = ..()
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AddComponent(
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/datum/component/simple_rotation,
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ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS,
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null,
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null,
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CALLBACK(src,.proc/after_rotation)
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)
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/obj/item/assembly/infra/proc/after_rotation()
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refreshBeam()
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/obj/item/assembly/infra/Destroy()
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STOP_PROCESSING(SSobj, src)
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listeningTo = null
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QDEL_LIST(beams)
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. = ..()
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/obj/item/assembly/infra/examine(mob/user)
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. = ..()
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. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
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/obj/item/assembly/infra/activate()
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if(!..())
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return FALSE//Cooldown check
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on = !on
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refreshBeam()
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update_icon()
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return TRUE
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/obj/item/assembly/infra/toggle_secure()
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secured = !secured
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if(secured)
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START_PROCESSING(SSobj, src)
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refreshBeam()
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else
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QDEL_LIST(beams)
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STOP_PROCESSING(SSobj, src)
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update_icon()
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return secured
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/obj/item/assembly/infra/update_icon()
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cut_overlays()
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attached_overlays = list()
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if(on)
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add_overlay("infrared_on")
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attached_overlays += "infrared_on"
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if(visible && secured)
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add_overlay("infrared_visible")
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attached_overlays += "infrared_visible"
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if(holder)
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holder.update_icon()
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return
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/obj/item/assembly/infra/dropped()
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. = ..()
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if(holder)
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holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
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else
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refreshBeam()
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/obj/item/assembly/infra/process()
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if(!on || !secured)
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refreshBeam()
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return
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/obj/item/assembly/infra/proc/refreshBeam()
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QDEL_LIST(beams)
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if(throwing || !on || !secured)
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return
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if(holder)
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if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
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if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
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return
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else if(!isturf(holder.loc)) //else just check where the holder is
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return
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else if(!isturf(loc)) //or just where the fuck we are in general
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return
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var/turf/T = get_turf(src)
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var/_dir = dir
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var/turf/_T = get_step(T, _dir)
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if(_T)
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for(var/i in 1 to maxlength)
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var/obj/effect/beam/i_beam/I = new(T)
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if(istype(holder, /obj/item/assembly_holder))
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var/obj/item/assembly_holder/assembly_holder = holder
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I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
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else if(istype(holder, /obj/item/transfer_valve))
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I.icon_state = "[initial(I.icon_state)]_ttv"
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I.density = TRUE
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if(!I.Move(_T))
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qdel(I)
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switchListener(_T)
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break
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I.density = FALSE
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beams += I
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I.master = src
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I.setDir(_dir)
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I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
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T = _T
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_T = get_step(_T, _dir)
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CHECK_TICK
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/obj/item/assembly/infra/on_detach()
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. = ..()
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if(!.)
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return
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refreshBeam()
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/obj/item/assembly/infra/attack_hand()
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. = ..()
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refreshBeam()
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/obj/item/assembly/infra/Moved()
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var/t = dir
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. = ..()
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setDir(t)
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/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE)
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. = ..()
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olddir = dir
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/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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if(!olddir)
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return
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setDir(olddir)
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olddir = null
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/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
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refreshBeam()
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switchListener(location)
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if(!secured || !on || next_activate > world.time)
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return FALSE
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pulse(FALSE)
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audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
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for(var/CHM in get_hearers_in_view(hearing_range, src))
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if(ismob(CHM))
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var/mob/LM = CHM
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LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
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next_activate = world.time + 30
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/obj/item/assembly/infra/proc/switchListener(turf/newloc)
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if(listeningTo == newloc)
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return
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
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RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
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listeningTo = newloc
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/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
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if(QDELETED(src))
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return
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if(offender == src || istype(offender,/obj/effect/beam/i_beam))
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return
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if (offender && isitem(offender))
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var/obj/item/I = offender
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if (I.item_flags & ABSTRACT)
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return
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return refreshBeam()
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/obj/item/assembly/infra/ui_interact(mob/user)//TODO: change this this to the wire control panel
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. = ..()
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if(is_secured(user))
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user.set_machine(src)
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var/dat = "<TT><B>Infrared Laser</B></TT>"
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dat += "<BR><B>Status</B>: [on ? "<A href='?src=[REF(src)];state=0'>On</A>" : "<A href='?src=[REF(src)];state=1'>Off</A>"]"
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dat += "<BR><B>Visibility</B>: [visible ? "<A href='?src=[REF(src)];visible=0'>Visible</A>" : "<A href='?src=[REF(src)];visible=1'>Invisible</A>"]"
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dat += "<BR><BR><A href='?src=[REF(src)];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=[REF(src)];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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/obj/item/assembly/infra/Topic(href, href_list)
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..()
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if(!usr.canUseTopic(src, BE_CLOSE))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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refreshBeam()
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if(href_list["visible"])
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visible = !(visible)
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update_icon()
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refreshBeam()
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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/obj/item/assembly/infra/setDir()
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. = ..()
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refreshBeam()
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "infrared beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/item/assembly/infra/master
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anchored = TRUE
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density = FALSE
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pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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if (isitem(AM))
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var/obj/item/I = AM
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if (I.item_flags & ABSTRACT)
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return
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master.trigger_beam(AM, get_turf(src))
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