interrogator lamp (#16820)
* interrogator lamp Ultra-bright lamp for the bad cop * interrogator lamp update -Reduced energy consumption, improved base energy source for extra thorough interrogation -The Basic Rights of Sentient Beings have been respected by reducing the number of flash charges. Now they slowly regenerate over time. -The chief engineer fixed the charge indication, although there was a conscript on the shift. It may not work as intended
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@@ -103,6 +103,59 @@
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- type: Item
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sprite: Objects/Misc/Lights/lampgreen.rsi
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- type: entity
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name: interrogator lamp
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id: LampInterrogator
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parent: BaseLamp
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description: Ultra-bright lamp for the bad cop
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components:
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- type: Sprite
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sprite: Objects/Misc/Lights/lampint.rsi
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layers:
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- state: lamp-int
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map: [ "enum.FlashVisuals.BaseLayer" ]
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- state: lamp-int-on
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shader: unshaded
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visible: false
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map: [ "light" ]
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- state: flashing
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map: [ "enum.FlashVisuals.LightLayer" ]
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visible: false
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- type: Item
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sprite: Objects/Misc/Lights/lampint.rsi
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- type: StaticPrice
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price: 2500
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- type: PointLight
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netsync: false
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enabled: false
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radius: 2
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energy: 0.5
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color: "#FFFFEE"
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- type: Flash
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- type: LimitedCharges
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maxCharges: 3
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charges: 3
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- type: AutoRecharge
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rechargeDuration: 30
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- type: MeleeWeapon
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damage:
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types:
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Blunt: 0 # melee weapon to allow flashing individual targets
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- type: ItemSlots
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slots:
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cell_slot:
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name: power-cell-slot-component-slot-name-default
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startingItem: PowerCellHigh
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- type: GenericVisualizer
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visuals:
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enum.FlashVisuals.Burnt:
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enum.FlashVisuals.BaseLayer:
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True: {state: burnt}
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enum.FlashVisuals.Flashing:
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enum.FlashVisuals.LightLayer:
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True: {visible: true}
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False: {visible: false}
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- type: entity
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name: floodlight
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id: Floodlight
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