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* 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.
97 lines
3.5 KiB
Plaintext
97 lines
3.5 KiB
Plaintext
/turf/simulated/floor/attackby(obj/item/C as obj, mob/user as mob)
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if(!C || !user)
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return 0
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if(flooring)
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if(C.iscrowbar())
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if(broken || burnt)
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user << "<span class='notice'>You remove the broken [flooring.descriptor].</span>"
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make_plating()
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else if(flooring.flags & TURF_IS_FRAGILE)
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user << "<span class='danger'>You forcefully pry off the [flooring.descriptor], destroying them in the process.</span>"
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make_plating()
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else if(flooring.flags & TURF_REMOVE_CROWBAR)
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user << "<span class='notice'>You lever off the [flooring.descriptor].</span>"
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make_plating(1)
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else
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return
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playsound(src, 'sound/items/Crowbar.ogg', 80, 1)
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return
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else if(C.isscrewdriver() && (flooring.flags & TURF_REMOVE_SCREWDRIVER))
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if(broken || burnt)
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return
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user << "<span class='notice'>You unscrew and remove the [flooring.descriptor].</span>"
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make_plating(1)
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playsound(src, 'sound/items/Screwdriver.ogg', 80, 1)
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return
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else if(C.iswrench() && (flooring.flags & TURF_REMOVE_WRENCH))
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user << "<span class='notice'>You unwrench and remove the [flooring.descriptor].</span>"
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make_plating(1)
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playsound(src, 'sound/items/Ratchet.ogg', 80, 1)
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return
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else if(istype(C, /obj/item/weapon/shovel) && (flooring.flags & TURF_REMOVE_SHOVEL))
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user << "<span class='notice'>You shovel off the [flooring.descriptor].</span>"
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make_plating(1)
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playsound(src, 'sound/items/Deconstruct.ogg', 80, 1)
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return
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else if(C.iscoil())
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user << "<span class='warning'>You must remove the [flooring.descriptor] first.</span>"
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return
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else
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if(C.iscoil())
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if(broken || burnt)
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user << "<span class='warning'>This section is too damaged to support anything. Use a welder to fix the damage.</span>"
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return
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var/obj/item/stack/cable_coil/coil = C
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coil.turf_place(src, user)
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return
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else if(istype(C, /obj/item/stack))
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if(broken || burnt)
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user << "<span class='warning'>This section is too damaged to support anything. Use a welder to fix the damage.</span>"
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return
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var/obj/item/stack/S = C
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var/decl/flooring/use_flooring
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for(var/flooring_type in flooring_types)
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var/decl/flooring/F = flooring_types[flooring_type]
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if(!F.build_type)
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continue
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if(ispath(S.type, F.build_type) || ispath(S.build_type, F.build_type))
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use_flooring = F
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break
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if(!use_flooring)
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return
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// Do we have enough?
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if(use_flooring.build_cost && S.get_amount() < use_flooring.build_cost)
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user << "<span class='warning'>You require at least [use_flooring.build_cost] [S.name] to complete the [use_flooring.descriptor].</span>"
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return
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// Stay still and focus...
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if(use_flooring.build_time && !do_after(user, use_flooring.build_time))
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return
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if(flooring || !S || !user || !use_flooring)
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return
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if(S.use(use_flooring.build_cost))
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set_flooring(use_flooring)
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playsound(src, 'sound/items/Deconstruct.ogg', 80, 1)
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return
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// Repairs.
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else if(C.iswelder())
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var/obj/item/weapon/weldingtool/welder = C
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if(welder.isOn() && (is_plating()))
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if(broken || burnt)
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if(welder.remove_fuel(0,user))
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user << "<span class='notice'>You fix some dents on the broken plating.</span>"
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playsound(src, 'sound/items/Welder.ogg', 80, 1)
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icon_state = "plating"
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burnt = null
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broken = null
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else
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user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
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/turf/simulated/floor/can_lay_cable()
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return !flooring
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/turf/simulated/can_have_cabling()
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return TRUE
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