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4ecb0bc21c
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
36 lines
746 B
Plaintext
36 lines
746 B
Plaintext
/datum/wires/iff
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proper_name = "IFF Beacon"
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holder_type = /obj/structure/machinery/iff_beacon
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/datum/wires/iff/New()
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wires = list(
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WIRE_RESET
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)
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add_duds(2)
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..()
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/datum/wires/iff/get_status()
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var/obj/structure/machinery/iff_beacon/I = holder
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. += ..()
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. += "[(I.use_power ? "The beacon is transmitting." : "The beacon is not transmitting.")]"
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/datum/wires/iff/interactable(mob/user)
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if(!..())
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return FALSE
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var/obj/structure/machinery/iff_beacon/I = holder
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return I.panel_open
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/datum/wires/iff/on_cut(wire, mend, source)
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var/obj/structure/machinery/iff_beacon/I = holder
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switch(wire)
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if(WIRE_RESET)
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if(!mend)
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I.shock(usr, 50)
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I.toggle()
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I.disable()
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else
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I.shock(usr, 50)
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I.enable()
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I.toggle()
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