mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-25 14:00:18 +01:00
Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
This commit is contained in:
@@ -86,7 +86,7 @@
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var/damage = W.force / 4.0
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if(iswelder(W))
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if(W.iswelder())
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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@@ -27,7 +27,7 @@
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src.update_icon()
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/obj/structure/banner/attackby(obj/item/W, mob/user)
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if(iswrench(W))
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if(W.iswrench())
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switch(anchored)
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if(0)
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anchored = 1
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@@ -221,7 +221,7 @@
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return 0
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if(istype(W,/obj/item/tk_grab))
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return 0
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if(iswelder(W))
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if(W.iswelder())
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())
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user.visible_message(
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@@ -262,7 +262,7 @@
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user.drop_item()
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else if(iswelder(W))
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else if(W.iswelder())
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())
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user.visible_message(
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@@ -78,7 +78,7 @@
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MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
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else
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to_chat(user, "<span class='notice'>The locker is too small to stuff [G.affecting] into!</span>")
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if(iswelder(W))
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if(W.iswelder())
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())
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user.visible_message(
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@@ -108,7 +108,7 @@
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user.drop_from_inventory(W,loc)
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else
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user.drop_item()
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else if(isscrewdriver(W) && canbemoved)
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else if(W.isscrewdriver() && canbemoved)
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if(screwed)
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to_chat(user, "<span class='notice'>You start to unscrew the locker from the floor...</span>")
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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@@ -123,7 +123,7 @@
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to_chat(user, "<span class='notice'>You screw the locker!</span>")
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playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
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screwed = 1
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else if(iswrench(W) && canbemoved)
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else if(W.iswrench() && canbemoved)
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if(wrenched && !screwed)
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to_chat(user, "<span class='notice'>You start to unfasten the bolts holding the locker in place...</span>")
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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@@ -163,7 +163,7 @@
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spark(src, 5)
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playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(loc, "sparks", 50, 1)
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else if(iswelder(W))
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else if(W.iswelder())
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())
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user.visible_message(
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@@ -93,7 +93,7 @@
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return ..()
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else if(iscoil(W))
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else if(W.iscoil())
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var/obj/item/stack/cable_coil/C = W
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if(rigged)
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user << "<span class='notice'>[src] is already rigged!</span>"
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@@ -107,7 +107,7 @@
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user << "<span class='notice'>You attach [W] to [src].</span>"
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user.drop_from_inventory(W,src)
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return
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else if(iswirecutter(W))
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else if(W.iswirecutter())
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if(rigged)
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user << "<span class='notice'>You cut away the wiring.</span>"
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -10,7 +10,7 @@
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return
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/obj/structure/largecrate/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iscrowbar(W))
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if(W.iscrowbar())
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new /obj/item/stack/material/wood(src)
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var/turf/T = get_turf(src)
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for(var/atom/movable/AM in contents)
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@@ -34,7 +34,7 @@
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icon_state = "mulecrate"
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/obj/structure/largecrate/hoverpod/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iscrowbar(W))
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if(W.iscrowbar())
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var/obj/item/mecha_parts/mecha_equipment/ME
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var/obj/mecha/working/hoverpod/H = new (loc)
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@@ -77,13 +77,13 @@
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name = "chicken crate"
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held_count = 5
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held_type = /mob/living/simple_animal/chick
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/obj/structure/largecrate/animal/dog
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name = "dog carrier"
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held_type = /mob/living/simple_animal/hostile/commanded/dog
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/obj/structure/largecrate/animal/dog/amaskan
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held_type = /mob/living/simple_animal/hostile/commanded/dog/amaskan
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/obj/structure/largecrate/animal/dog/pug
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held_type = /mob/living/simple_animal/hostile/commanded/dog/pug
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@@ -160,7 +160,7 @@
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created_name = t
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return
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if(iswelder(W) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
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if(W.iswelder() && ( (istext(glass)) || (glass == 1) || (!anchored) ))
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.remove_fuel(0, user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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@@ -190,7 +190,7 @@
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user << "<span class='notice'>You need more welding fuel.</span>"
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return
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else if(iswrench(W) && state == 0)
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else if(W.iswrench() && state == 0)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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if(anchored)
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user.visible_message("[user] begins unsecuring the airlock assembly from the floor.", "You starts unsecuring the airlock assembly from the floor.")
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@@ -202,7 +202,7 @@
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user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
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anchored = !anchored
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else if(iscoil(W) && state == 0 && anchored)
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else if(W.iscoil() && state == 0 && anchored)
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var/obj/item/stack/cable_coil/C = W
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if (C.get_amount() < 1)
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user << "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>"
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@@ -213,7 +213,7 @@
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src.state = 1
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user << "<span class='notice'>You wire the airlock.</span>"
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else if(iswirecutter(W) && state == 1 )
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else if(W.iswirecutter() && state == 1 )
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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@@ -240,7 +240,7 @@
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else
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EL.inuse = 0
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else if(iscrowbar(W) && state == 2 )
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else if(W.iscrowbar() && state == 2 )
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//This should never happen, but just in case I guess
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if (!electronics)
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user << "<span class='notice'>There was nothing to remove.</span>"
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@@ -283,7 +283,7 @@
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user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
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glass = material_name
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else if(isscrewdriver(W) && state == 2 )
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else if(W.isscrewdriver() && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now finishing the airlock.</span>"
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@@ -78,7 +78,7 @@
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/obj/structure/fireaxecabinet/attackby(var/obj/item/O, var/mob/user)
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if(ismultitool(O))
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if(O.ismultitool())
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toggle_lock(user)
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return
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@@ -54,7 +54,7 @@
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reinforce_girder()
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
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if(iswrench(W) && state == 0)
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if(W.iswrench() && state == 0)
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if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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@@ -111,7 +111,7 @@
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user << "<span class='notice'>You drill through the girder!</span>"
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dismantle()
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else if(isscrewdriver(W))
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else if(W.isscrewdriver())
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if(state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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@@ -124,7 +124,7 @@
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reinforcing = !reinforcing
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user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
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else if(iswirecutter(W) && state == 1)
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else if(W.iswirecutter() && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user << "<span class='notice'>Now removing support struts...</span>"
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if(do_after(user,40))
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@@ -134,7 +134,7 @@
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reinf_material = null
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reset_girder()
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else if(iscrowbar(W) && state == 0 && anchored)
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else if(W.iscrowbar() && state == 0 && anchored)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>Now dislodging the girder...</span>"
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if(do_after(user, 40))
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@@ -272,7 +272,7 @@
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qdel(src)
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/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
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if(iswrench(W))
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if(W.iswrench())
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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@@ -93,12 +93,12 @@
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswirecutter(W))
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if(W.iswirecutter())
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if(!shock(user, 100))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
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qdel(src)
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else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
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else if((W.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored))
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if(!shock(user, 90))
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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anchored = !anchored
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@@ -139,7 +139,7 @@
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//This return will prevent afterattack from executing if the object goes into the trashbag,
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//This prevents dumb stuff like splashing the cart with the contents of a container, after putting said container into trash
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else if (!has_items && (iswrench(I) || iswelder(I) || istype(I, /obj/item/weapon/gun/energy/plasmacutter)))
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else if (!has_items && (I.iswrench() || I.iswelder() || istype(I, /obj/item/weapon/gun/energy/plasmacutter)))
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dismantle(user)
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return
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..()
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@@ -42,7 +42,7 @@
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var/turf/T = get_turf(src)
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T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
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return
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if (iswelder(C))
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if (C.iswelder())
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var/obj/item/weapon/weldingtool/WT = C
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if(WT.remove_fuel(0, user))
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user << "<span class='notice'>Slicing lattice joints ...</span>"
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@@ -73,7 +73,7 @@
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layer = 2.7 // Above wires.
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/obj/structure/lattice/catwalk/attackby(obj/item/C, mob/user)
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if (iswelder(C))
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if (C.iswelder())
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var/obj/item/weapon/weldingtool/WT = C
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if (do_after(user, 5, act_target = src) && WT.remove_fuel(1, user))
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user << "<span class='notice'>You slice apart [src].</span>"
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@@ -82,7 +82,7 @@
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qdel(src)
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/obj/structure/lattice/catwalk/indoor/attackby(obj/item/C, mob/user)
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if (isscrewdriver(C))
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if (C.isscrewdriver())
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anchored = !anchored
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user << "<span class='notice'>You [anchored ? "" : "un"]anchor [src].</span>"
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playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
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@@ -414,7 +414,7 @@
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return
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/obj/structure/device/piano/attackby(obj/item/O as obj, mob/user as mob)
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if (iswrench(O))
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if (O.iswrench())
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if (anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user << "<span class='notice'>You begin to loosen \the [src]'s casters...</span>"
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@@ -21,7 +21,7 @@
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return
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/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
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if(isscrewdriver(tool) && !istype(src, /obj/structure/sign/double))
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if(tool.isscrewdriver() && !istype(src, /obj/structure/sign/double))
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user << "You unfasten the sign with your [tool]."
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unfasten()
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else ..()
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@@ -44,7 +44,7 @@
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var/sign_state = ""
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/obj/item/sign/attackby(obj/item/tool as obj, mob/user as mob) //construction
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if(isscrewdriver(tool) && isturf(user.loc))
|
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if(tool.isscrewdriver() && isturf(user.loc))
|
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var/direction = input("In which direction?", "Select direction.") in list("North", "East", "South", "West", "Cancel")
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if(direction == "Cancel") return
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var/obj/structure/sign/S = new(user.loc)
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@@ -90,7 +90,7 @@
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return
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/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswrench(W))
|
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if(W.iswrench())
|
||||
if(can_dismantle)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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||||
dismantle()
|
||||
@@ -121,7 +121,7 @@
|
||||
add_padding(padding_type)
|
||||
return
|
||||
|
||||
else if (iswirecutter(W))
|
||||
else if (W.iswirecutter())
|
||||
if(!padding_material)
|
||||
user << "\The [src] has no padding to remove."
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||||
return
|
||||
@@ -192,7 +192,7 @@
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||||
return // Doesn't care about material or anything else.
|
||||
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/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswrench(W) || istype(W,/obj/item/stack) || iswirecutter(W))
|
||||
if(W.iswrench() || istype(W,/obj/item/stack) || W.iswirecutter())
|
||||
return
|
||||
else if(istype(W,/obj/item/roller_holder))
|
||||
if(buckled_mob)
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
return
|
||||
|
||||
/obj/structure/bed/chair/office/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/stack) || iswirecutter(W))
|
||||
if(istype(W,/obj/item/stack) || W.iswirecutter())
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -201,7 +201,7 @@
|
||||
return
|
||||
|
||||
/obj/structure/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/stack) || iswirecutter(W))
|
||||
if(istype(W,/obj/item/stack) || W.iswirecutter())
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
@@ -112,7 +112,7 @@
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(iswrench(W))
|
||||
if(W.iswrench())
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
dismantle()
|
||||
qdel(src)
|
||||
@@ -141,7 +141,7 @@
|
||||
user << "You add padding to \the [src]."
|
||||
add_padding(padding_type)
|
||||
return
|
||||
else if (iswirecutter(W))
|
||||
else if (W.iswirecutter())
|
||||
if(!padding_material)
|
||||
user << "\The [src] has no padding to remove."
|
||||
return
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
buckled_mob.set_dir(dir)
|
||||
|
||||
/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(iswrench(W) || istype(W,/obj/item/stack) || iswirecutter(W))
|
||||
if(W.iswrench() || istype(W,/obj/item/stack) || W.iswirecutter())
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
user << "<span class='notice'>[src] is full.</span>"
|
||||
updateUsrDialog()
|
||||
return
|
||||
if(iswrench(I))
|
||||
if(I.iswrench())
|
||||
if(anchored)
|
||||
user << "<span class='notice'>You lean down and unwrench [src].</span>"
|
||||
anchored = 0
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
. = ..()
|
||||
|
||||
/obj/structure/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(iswrench(W))
|
||||
if(W.iswrench())
|
||||
var/obj/structure/bed/chair/C = new /obj/structure/bed/chair(loc)
|
||||
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
C.set_dir(dir)
|
||||
@@ -186,7 +186,7 @@
|
||||
START_PROCESSING(SSfast_process, src)
|
||||
|
||||
/obj/structure/metronome/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(iswrench(W))
|
||||
if(W.iswrench())
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
if(anchored)
|
||||
user << "<span class='notice'>You unanchor \the [src] and it destabilizes.</span>"
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
icon_state = "toilet[open][cistern]"
|
||||
|
||||
/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
|
||||
if(iscrowbar(I))
|
||||
if(I.iscrowbar())
|
||||
user << "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"].</span>"
|
||||
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
|
||||
if(do_after(user, 30))
|
||||
@@ -169,7 +169,7 @@
|
||||
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(I.type == /obj/item/device/analyzer)
|
||||
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
|
||||
if(iswrench(I))
|
||||
if(I.iswrench())
|
||||
var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
|
||||
user << "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>"
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
|
||||
@@ -69,7 +69,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
//I really should have spread this out across more states but thin little windoors are hard to sprite.
|
||||
switch(state)
|
||||
if("01")
|
||||
if(iswelder(W) && !anchored )
|
||||
if(W.iswelder() && !anchored )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if (WT.remove_fuel(0,user))
|
||||
user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
|
||||
@@ -87,7 +87,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
return
|
||||
|
||||
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
|
||||
if(iswrench(W) && !anchored)
|
||||
if(W.iswrench() && !anchored)
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
|
||||
|
||||
@@ -101,7 +101,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
src.name = "Anchored Windoor Assembly"
|
||||
|
||||
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
||||
else if(iswrench(W) && anchored)
|
||||
else if(W.iswrench() && anchored)
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
|
||||
|
||||
@@ -132,7 +132,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
src.name = "Secure Windoor Assembly"
|
||||
|
||||
//Adding cable to the assembly. Step 5 complete.
|
||||
else if(iscoil(W) && anchored)
|
||||
else if(W.iscoil() && anchored)
|
||||
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
|
||||
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
@@ -150,7 +150,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
if("02")
|
||||
|
||||
//Removing wire from the assembly. Step 5 undone.
|
||||
if(iswirecutter(W) && !src.electronics)
|
||||
if(W.iswirecutter() && !src.electronics)
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
|
||||
|
||||
@@ -183,7 +183,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
EL.inuse = 0
|
||||
|
||||
//Screwdriver to remove airlock electronics. Step 6 undone.
|
||||
else if(isscrewdriver(W) && src.electronics)
|
||||
else if(W.isscrewdriver() && src.electronics)
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
|
||||
|
||||
@@ -199,7 +199,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
ae.forceMove(src.loc)
|
||||
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(iscrowbar(W))
|
||||
else if(W.iscrowbar())
|
||||
if(!src.electronics)
|
||||
usr << "<span class='warning'>The assembly is missing electronics.</span>"
|
||||
return
|
||||
|
||||
@@ -221,7 +221,7 @@
|
||||
|
||||
if(W.flags & NOBLUDGEON) return
|
||||
|
||||
if(isscrewdriver(W))
|
||||
if(W.isscrewdriver())
|
||||
if(reinf && state >= 1)
|
||||
state = 3 - state
|
||||
update_nearby_icons()
|
||||
@@ -237,11 +237,11 @@
|
||||
update_nearby_icons()
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
user << (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>")
|
||||
else if(iscrowbar(W) && reinf && state <= 1)
|
||||
else if(W.iscrowbar() && reinf && state <= 1)
|
||||
state = 1 - state
|
||||
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
|
||||
user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
|
||||
else if(iswrench(W) && !anchored && (!state || !reinf))
|
||||
else if(W.iswrench() && !anchored && (!state || !reinf))
|
||||
if(!glasstype)
|
||||
user << "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>"
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user