Files
SoundScopes c470e5e9f0 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
2014-08-20 10:00:40 +01:00

71 lines
1.8 KiB
Plaintext

/obj/machinery/driver_button
name = "mass driver button"
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
desc = "A remote control switch for a mass driver."
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
attackby(obj/item/weapon/C as obj, mob/user as mob)
if(istype(C, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = C
id = ST.change_ID(id)
return
/obj/machinery/ignition_switch
name = "ignition switch"
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
desc = "A remote control switch for a mounted igniter."
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
attackby(obj/item/weapon/C as obj, mob/user as mob)
if(istype(C, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = C
id = ST.change_ID(id)
return
/obj/machinery/flasher_button
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
var/id = null
var/active = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
attackby(obj/item/weapon/C as obj, mob/user as mob)
if(istype(C, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = C
id = ST.change_ID(id)
return
/obj/machinery/crema_switch
desc = "Burn baby burn!"
name = "crematorium igniter"
icon = 'icons/obj/power.dmi'
icon_state = "crema_switch"
anchored = 1.0
req_access = list(access_crematorium)
var/on = 0
var/area/area = null
var/otherarea = null
var/id = 1
attackby(obj/item/weapon/C as obj, mob/user as mob)
if(istype(C, /obj/item/device/signaltool))
var/obj/item/device/signaltool/ST = C
id = ST.change_ID(id)
return