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https://github.com/Aurorastation/Aurora.3.git
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3f62424312
This has zero reason to exist in our code base. We have no procs or variables tied to this. I removed it to make future modifications cleaner. --------- Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
182 lines
5.6 KiB
Plaintext
182 lines
5.6 KiB
Plaintext
/obj/item/camera_assembly
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name = "camera assembly"
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desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "cameracase"
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w_class = WEIGHT_CLASS_SMALL
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anchored = 0
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matter = list(MATERIAL_ALUMINIUM = 700, MATERIAL_GLASS = 300)
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// Motion, EMP-Proof, X-Ray
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var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module)
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var/list/upgrades = list()
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var/camera_name
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var/camera_network
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var/state = 0
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var/busy = 0
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/*
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0 = Nothing done to it
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1 = Wrenched in place
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2 = Welded in place
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3 = Wires attached to it (you can now attach/dettach upgrades)
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4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
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*/
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/obj/item/camera_assembly/attackby(obj/item/attacking_item, mob/user)
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switch(state)
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if(0)
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// State 0
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if(attacking_item.tool_behaviour == TOOL_WRENCH && isturf(src.loc))
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attacking_item.play_tool_sound(get_turf(src), 50)
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to_chat(user, "You wrench the assembly into place.")
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anchored = 1
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state = 1
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update_icon()
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auto_turn()
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return TRUE
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if(1)
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// State 1
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if(attacking_item.tool_behaviour == TOOL_WELDER)
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if(weld(attacking_item, user))
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to_chat(user, "You weld the assembly securely into place.")
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anchored = 1
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state = 2
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WRENCH)
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attacking_item.play_tool_sound(get_turf(src), 50)
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to_chat(user, "You unattach the assembly from its place.")
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anchored = 0
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update_icon()
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state = 0
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return TRUE
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if(2)
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// State 2
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if(attacking_item.tool_behaviour == TOOL_CABLECOIL)
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var/obj/item/stack/cable_coil/C = attacking_item
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if(C.use(2))
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to_chat(user, SPAN_NOTICE("You add wires to the assembly."))
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state = 3
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else
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to_chat(user, SPAN_WARNING("You need 2 coils of wire to wire the assembly."))
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WELDER)
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if(weld(attacking_item, user))
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to_chat(user, "You unweld the assembly from its place.")
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state = 1
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anchored = 1
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return TRUE
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if(3)
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// State 3
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if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
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attacking_item.play_tool_sound(get_turf(src), 50)
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var/input = sanitize( tgui_input_text(user, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: Station,Security,Secret",
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"Set Network", (camera_network ? camera_network : NETWORK_STATION)) )
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if(!input)
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to_chat(usr, "No input found please hang up and try your call again.")
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return TRUE
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var/list/tempnetwork = text2list(input, ",")
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if(tempnetwork.len < 1)
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to_chat(usr, "No network found please hang up and try your call again.")
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return TRUE
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var/area/camera_area = get_area(src)
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var/area_display_name = get_area_display_name(camera_area)
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var/temptag = "[sanitize(area_display_name)] ([rand(1, 999)])"
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input = sanitizeSafe( tgui_input_text(user, "How would you like to name the camera?", "Set Camera Name", (camera_name ? camera_name : temptag), MAX_NAME_LEN), MAX_NAME_LEN )
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state = 4
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var/obj/machinery/camera/C = new(src.loc)
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src.forceMove(C)
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C.assembly = src
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C.auto_turn()
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C.replace_networks(uniquelist(tempnetwork))
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C.c_tag = input
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for(var/i = 5; i >= 0; i -= 1)
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var/direct = tgui_input_list(user, "Direction?", "Assembling Camera", list("Confirm", "NORTH", "EAST", "SOUTH", "WEST"))
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if(direct != "Confirm")
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C.dir = text2dir(direct)
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C.set_pixel_offsets()
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if(i != 0)
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var/confirm = tgui_input_list(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", list("Yes", "No"))
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if(confirm == "Yes")
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break
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
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new/obj/item/stack/cable_coil(get_turf(src), 2)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
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to_chat(user, "You cut the wires from the circuits.")
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state = 2
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return TRUE
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// Upgrades!
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if(is_type_in_list(attacking_item, possible_upgrades) && !is_type_in_list(attacking_item, upgrades)) // Is a possible upgrade and isn't in the camera already.
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if(istype(attacking_item, /obj/item/stock_parts/scanning_module))
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var/obj/item/stock_parts/scanning_module/SM = attacking_item
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if(SM.rating < 2)
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to_chat(user, SPAN_WARNING("That scanning module doesn't seem advanced enough."))
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return
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to_chat(user, "You attach \the [attacking_item] into the assembly inner circuits.")
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upgrades += attacking_item
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user.remove_from_mob(attacking_item)
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attacking_item.forceMove(src)
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return
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// Taking out upgrades
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else if(attacking_item.tool_behaviour == TOOL_CROWBAR && upgrades.len)
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var/obj/U = locate(/obj) in upgrades
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if(U)
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to_chat(user, "You unattach an upgrade from the assembly.")
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attacking_item.play_tool_sound(get_turf(src), 50)
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U.forceMove(get_turf(src))
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upgrades -= U
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return
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..()
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/obj/item/camera_assembly/update_icon()
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if(anchored)
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icon_state = "camera1"
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else
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icon_state = "cameracase"
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/obj/item/camera_assembly/attack_hand(mob/user as mob)
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if(!anchored)
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..()
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/obj/item/camera_assembly/proc/weld(var/obj/item/weldingtool/WT, var/mob/user)
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if(busy)
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return 0
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if(!WT.isOn())
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return 0
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to_chat(user, SPAN_NOTICE("You start to weld the [src].."))
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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user.flash_act(FLASH_PROTECTION_MAJOR)
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busy = 1
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if(WT.use_tool(src, user, 20, volume = 50))
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busy = 0
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if(!WT.isOn())
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return 0
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return 1
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busy = 0
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return 0
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