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- function getTime()
- return Game.Time()
- end
- local delay = 1;
- local ready = getTime();
- local LOADED = true;
- local tazerFired = 0;
- -- Helper functions
- function spawn( typ, x, y )
- Object.Spawn( tostring(typ), x, y );
- end
- -- 'Inherited' methods
- local timing = 0
- function Create()
- delay = 1
- ready = getTime()
- LOADED = true
- tazerFired = 0
- end
- function Update(timePassed)
- if not LOADED then Create() end
- timing = timing + timePassed
- if getTime() > ready then
- action(timing);
- ready = ready + delay;
- timing = 0
- end
- end
- -- Own functions
- function action(timePassed)
- if tazerFired > 0 then tazerFired = tazerFired - timePassed return end
- if not (this.Equipment == "Tazer") then print(this.Equipment) return end
- local prisoners = this.GetNearbyObjects("Prisoner", 3)
- for prisoner, dist in pairs(prisoners) do
- local value = prisoner.Misbehavior
- if value == nil then value = "nil" end
- if prisoner.Misbehavior ~= nil and prisoner.Misbehavior ~= "None" then
- -- FIRE THE TAZOR
- Object.Sound("_Tools", "Attack_Tazer")
- tazerFired = 60
- if math.random(100) > 60 then return end -- Missed
- prisoner.StatusEffects.tazed = 20
- Object.Sound(prisoner, "_Tools", "HitBy_Tazer")
- print("HIT!")
- return
- end
- end
- end
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