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https://github.com/Aurorastation/Aurora.3.git
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Computer manager and more (#1406)
The downloader and the file manager no longer come default on any device. A client enrollment app comes now with every console The user has to select weather the device is a private or company device and select a software preset if its a work console Work devices are locked down to a specific set of programs Private devices get the downloader and the file manager to install programs as usual. Threw out the backup of the old-old camera monitor. Made software presets a generic thing that are not dependant on the form factor of a device. Ported holowarrants from bay Ported wall mounted consoles from bay Ported various computer fixes from bay Vending machines spawn now with the holowarrant "client" Mapping changes: CE and HoS dont get a modular computer with command preset (they did not have that before bay merge, so why should they now) Added a modular computer with command preset to the head of staff briefing room Replaced the camera monitoring console in the Engine Control room with a modular computer Replaced the cam monitor in the CE´s office with a wall mounted console Switched places of the bar sink and console Replaced the consoles with obj/item consoles Mapped in the ERT and Merc Console (Merc Shuttle, ERT Area) Fixed the "border" at the heisters base Also waiting for CCIA on a design for the warrants. But that can be changed with a follow up pull
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@@ -16,27 +16,27 @@
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/obj/item/weapon/computer_hardware/attackby(var/obj/item/W as obj, var/mob/living/user as mob)
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// Multitool. Runs diagnostics
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if(istype(W, /obj/item/device/multitool))
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user << "***** DIAGNOSTICS REPORT *****"
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to_chat(user, "***** DIAGNOSTICS REPORT *****")
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diagnostics(user)
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user << "******************************"
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to_chat(user, "******************************")
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return 1
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// Nanopaste. Repair all damage if present for a single unit.
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var/obj/item/stack/S = W
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if(istype(S, /obj/item/stack/nanopaste))
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if(!damage)
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user << "\The [src] doesn't seem to require repairs."
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to_chat(user, "\The [src] doesn't seem to require repairs.")
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return 1
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if(S.use(1))
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user << "You apply a bit of \the [W] to \the [src]. It immediately repairs all damage."
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to_chat(user, "You apply a bit of \the [W] to \the [src]. It immediately repairs all damage.")
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damage = 0
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return 1
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// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
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if(istype(S, /obj/item/stack/cable_coil))
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if(!damage)
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user << "\The [src] doesn't seem to require repairs."
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to_chat(user, "\The [src] doesn't seem to require repairs.")
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return 1
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if(S.use(1))
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user << "You patch up \the [src] with a bit of \the [W]."
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to_chat(user, "You patch up \the [src] with a bit of \the [W].")
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take_damage(-10)
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return 1
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return ..()
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@@ -44,15 +44,10 @@
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// Called on multitool click, prints diagnostic information to the user.
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/obj/item/weapon/computer_hardware/proc/diagnostics(var/mob/user)
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user << "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]"
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to_chat(user, "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]")
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/obj/item/weapon/computer_hardware/New(var/obj/L)
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w_class = hardware_size
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if(istype(L, /obj/machinery/modular_computer))
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var/obj/machinery/modular_computer/C = L
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if(C.cpu)
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holder2 = C.cpu
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return
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if(istype(L, /obj/item/modular_computer))
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holder2 = L
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return
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@@ -63,6 +58,9 @@
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// Handles damage checks
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/obj/item/weapon/computer_hardware/proc/check_functionality()
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// Turned off
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if(!enabled)
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return 0
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// Too damaged to work at all.
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if(damage > damage_failure)
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return 0
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@@ -76,11 +74,11 @@
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/obj/item/weapon/computer_hardware/examine(var/mob/user)
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. = ..()
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if(damage > damage_failure)
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user << "<span class='danger'>It seems to be severely damaged!</span>"
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to_chat(user, "<span class='danger'>It seems to be severely damaged!</span>")
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else if(damage > damage_malfunction)
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user << "<span class='notice'>It seems to be damaged!</span>"
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to_chat(user, "<span class='notice'>It seems to be damaged!</span>")
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else if(damage)
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user << "It seems to be slightly damaged."
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to_chat(user, "It seems to be slightly damaged.")
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// Damages the component. Contains necessary checks. Negative damage "heals" the component.
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/obj/item/weapon/computer_hardware/proc/take_damage(var/amount)
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