Basic setup for the frequency modifier thing.

Alterable Items
- Airlocks
- Buttons
- Ignighters
- Air Injecters
- Mass Drivers
- Convayor belts
- Shutters
- Wall mounted flashers

External Airlocks like the ones at the solars are going to take a little
more setup to get working as there are 7 things that need changing.

Bluespace Techs spawn with one in their bag.

Gravity no longer spams SoundScopes wil messages
This commit is contained in:
SoundScopes
2014-08-20 10:00:40 +01:00
parent 23e017763c
commit c470e5e9f0
17 changed files with 175 additions and 19 deletions
+1
View File
@@ -59,6 +59,7 @@
else
bst.equip_to_slot_or_del(new /obj/item/weapon/storage/box/ids(bst.back), slot_in_backpack)
bst.equip_to_slot_or_del(new /obj/item/device/t_scanner(bst.back), slot_in_backpack)
bst.equip_to_slot_or_del(new /obj/item/device/signaltool(bst.back), slot_in_backpack)
//Implant because access
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(bst)
+5 -5
View File
@@ -206,12 +206,14 @@
if(!mob.lastarea)
mob.lastarea = get_area(mob.loc)
if(mob.floating && mob.mob_has_gravity(mob.loc))
mob.float(0)
else if(!mob.floating && !mob.mob_has_gravity(mob.loc))
mob.float(1)
if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0))
if(!mob.Process_Spacemove(0)) return 0
if(mob.floating & mob.mob_has_gravity(mob.loc))
mob.float(0)
if(isobj(mob.loc) || ismob(mob.loc))//Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
@@ -445,8 +447,6 @@
return 0
//If not then we can reset inertia and move
inertia_dir = 0
if(!floating)
src.float(1)
return 1
+10
View File
@@ -93,6 +93,10 @@
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(istype(I, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = I
id = ST.change_ID(id)
return
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
user.drop_item()
if(I && I.loc) I.loc = src.loc
@@ -235,6 +239,12 @@
S.position = position
S.update()
/obj/machinery/conveyor_switch/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = W
id = ST.change_ID(id)
return
/obj/machinery/conveyor_switch/oneway
var/convdir = 1 //Set to 1 or -1 depending on which way you want the convayor to go. (In other words keep at 1 and set the proper dir on the belts.)
desc = "A conveyor control switch. It appears to only go in one direction."