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Aurora.3/code/game/machinery/computer/atmos_alert.dm
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/computer/atmos_alert
name = "Atmospheric Alert Computer"
desc = "Used to access the station's atmospheric sensors."
circuit = "/obj/item/weapon/circuitboard/atmos_alert"
icon_state = "alert:0"
var/list/priority_alarms = list()
var/list/minor_alarms = list()
var/receive_frequency = 1437
var/datum/radio_frequency/radio_connection
initialize()
set_frequency(receive_frequency)
receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/zone = signal.data["zone"]
var/severity = signal.data["alert"]
if(!zone || !severity) return
minor_alarms -= zone
priority_alarms -= zone
if(severity=="severe")
priority_alarms += zone
else if (severity=="minor")
minor_alarms += zone
update_icon()
return
proc/set_frequency(new_frequency)
radio_controller.remove_object(src, receive_frequency)
receive_frequency = new_frequency
radio_connection = radio_controller.add_object(src, receive_frequency, RADIO_ATMOSIA)
attack_hand(mob/user)
user << browse(return_text(),"window=computer")
user.set_machine(src)
onclose(user, "computer")
process()
..()
src.updateDialog()
update_icon()
if(priority_alarms.len)
icon_state = "alert:2"
else if(minor_alarms.len)
icon_state = "alert:1"
else
icon_state = "alert:0"
return
proc/return_text()
var/priority_text
var/minor_text
if(priority_alarms.len)
for(var/zone in priority_alarms)
priority_text += "<FONT color='red'><B>[zone]</B></FONT> <A href='?src=\ref[src];priority_clear=[ckey(zone)]'>X</A><BR>"
else
priority_text = "No priority alerts detected.<BR>"
if(minor_alarms.len)
for(var/zone in minor_alarms)
minor_text += "<B>[zone]</B> <A href='?src=\ref[src];minor_clear=[ckey(zone)]'>X</A><BR>"
else
minor_text = "No minor alerts detected.<BR>"
var/output = {"<B>[name]</B><HR>
<B>Priority Alerts:</B><BR>
[priority_text]
<BR>
<HR>
<B>Minor Alerts:</B><BR>
[minor_text]
<BR>"}
return output
Topic(href, href_list)
if(..())
return
if(href_list["priority_clear"])
var/removing_zone = href_list["priority_clear"]
for(var/zone in priority_alarms)
if(ckey(zone) == removing_zone)
priority_alarms -= zone
if(href_list["minor_clear"])
var/removing_zone = href_list["minor_clear"]
for(var/zone in minor_alarms)
if(ckey(zone) == removing_zone)
minor_alarms -= zone
update_icon()
return
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/atmos_alert/M = new /obj/item/weapon/circuitboard/atmos_alert( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)