mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-06-06 22:56:23 +01:00
a86398d0d2
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns. Other changes: LAssailant is now a weakref. Some direct loc setting are now forceMove().
264 lines
5.5 KiB
Plaintext
264 lines
5.5 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
|
|
|
/obj/item/device/assembly/infra
|
|
name = "infrared emitter"
|
|
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
|
|
icon_state = "infrared"
|
|
origin_tech = list(TECH_MAGNET = 2)
|
|
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
|
|
|
|
wires = WIRE_PULSE
|
|
|
|
secured = 0
|
|
|
|
var/on = 0
|
|
var/visible = 0
|
|
var/obj/effect/beam/i_beam/first = null
|
|
|
|
proc
|
|
trigger_beam()
|
|
|
|
|
|
activate()
|
|
if(!..()) return 0//Cooldown check
|
|
on = !on
|
|
update_icon()
|
|
return 1
|
|
|
|
|
|
toggle_secure()
|
|
secured = !secured
|
|
if(secured)
|
|
START_PROCESSING(SSprocessing, src)
|
|
else
|
|
on = 0
|
|
if(first) qdel(first)
|
|
STOP_PROCESSING(SSprocessing, src)
|
|
update_icon()
|
|
return secured
|
|
|
|
|
|
update_icon()
|
|
cut_overlays()
|
|
attached_overlays = list()
|
|
if(on)
|
|
add_overlay("infrared_on")
|
|
attached_overlays += "infrared_on"
|
|
|
|
if(holder)
|
|
holder.update_icon()
|
|
return
|
|
|
|
|
|
process()//Old code
|
|
if(!on)
|
|
if(first)
|
|
qdel(first)
|
|
return
|
|
|
|
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
|
|
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
|
|
I.master = src
|
|
I.density = 1
|
|
I.set_dir(dir)
|
|
step(I, I.dir)
|
|
if(I)
|
|
I.density = 0
|
|
first = I
|
|
I.vis_spread(visible)
|
|
spawn(0)
|
|
if(I)
|
|
//world << "infra: setting limit"
|
|
I.limit = 8
|
|
//world << "infra: processing beam \ref[I]"
|
|
I.process()
|
|
return
|
|
return
|
|
|
|
|
|
attack_hand()
|
|
qdel(first)
|
|
..()
|
|
return
|
|
|
|
|
|
Move()
|
|
var/t = dir
|
|
..()
|
|
set_dir(t)
|
|
qdel(first)
|
|
return
|
|
|
|
|
|
holder_movement()
|
|
if(!holder) return 0
|
|
// set_dir(holder.dir)
|
|
qdel(first)
|
|
return 1
|
|
|
|
|
|
trigger_beam()
|
|
if((!secured)||(!on)||(cooldown > 0)) return 0
|
|
pulse(0)
|
|
if(!holder)
|
|
visible_message("\icon[src] *beep* *beep*")
|
|
cooldown = 2
|
|
addtimer(CALLBACK(src, .proc/process_cooldown), 10)
|
|
return
|
|
|
|
|
|
interact(mob/user as mob)//TODO: change this this to the wire control panel
|
|
if(!secured) return
|
|
user.set_machine(src)
|
|
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
|
|
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
|
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
|
user << browse(dat, "window=infra")
|
|
onclose(user, "infra")
|
|
return
|
|
|
|
|
|
Topic(href, href_list)
|
|
..()
|
|
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
|
|
usr << browse(null, "window=infra")
|
|
onclose(usr, "infra")
|
|
return
|
|
|
|
if(href_list["state"])
|
|
on = !(on)
|
|
update_icon()
|
|
|
|
if(href_list["visible"])
|
|
visible = !(visible)
|
|
spawn(0)
|
|
if(first)
|
|
first.vis_spread(visible)
|
|
|
|
if(href_list["close"])
|
|
usr << browse(null, "window=infra")
|
|
return
|
|
|
|
if(usr)
|
|
attack_self(usr)
|
|
|
|
return
|
|
|
|
|
|
verb/rotate()//This could likely be better
|
|
set name = "Rotate Infrared Laser"
|
|
set category = "Object"
|
|
set src in usr
|
|
|
|
set_dir(turn(dir, 90))
|
|
return
|
|
|
|
|
|
|
|
/***************************IBeam*********************************/
|
|
|
|
/obj/effect/beam/i_beam
|
|
name = "i beam"
|
|
icon = 'icons/obj/projectiles.dmi'
|
|
icon_state = "ibeam"
|
|
var/obj/effect/beam/i_beam/next = null
|
|
var/obj/item/device/assembly/infra/master = null
|
|
var/limit = null
|
|
var/visible = 0.0
|
|
var/left = null
|
|
anchored = 1.0
|
|
|
|
|
|
/obj/effect/beam/i_beam/proc/hit()
|
|
if(master)
|
|
master.trigger_beam()
|
|
qdel(src)
|
|
return
|
|
|
|
/obj/effect/beam/i_beam/proc/vis_spread(v)
|
|
//world << "i_beam \ref[src] : vis_spread"
|
|
visible = v
|
|
spawn(0)
|
|
if(next)
|
|
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
|
|
next.vis_spread(v)
|
|
return
|
|
return
|
|
|
|
/obj/effect/beam/i_beam/process()
|
|
|
|
if((loc && loc.density) || !master)
|
|
qdel(src)
|
|
return
|
|
|
|
if(left > 0)
|
|
left--
|
|
if(left < 1)
|
|
if(!(visible))
|
|
invisibility = 101
|
|
else
|
|
invisibility = 0
|
|
else
|
|
invisibility = 0
|
|
|
|
|
|
//world << "now [src.left] left"
|
|
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
|
|
I.master = master
|
|
I.density = 1
|
|
I.set_dir(dir)
|
|
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
|
|
step(I, I.dir)
|
|
|
|
if(I)
|
|
//world << "step worked, now at [I.x] [I.y] [I.z]"
|
|
if(!(next))
|
|
//world << "no next"
|
|
I.density = 0
|
|
//world << "spreading"
|
|
I.vis_spread(visible)
|
|
next = I
|
|
spawn(0)
|
|
//world << "limit = [limit] "
|
|
if((I && limit > 0))
|
|
I.limit = limit - 1
|
|
//world << "calling next process"
|
|
I.process()
|
|
return
|
|
else
|
|
//world << "is a next: \ref[next], deleting beam \ref[I]"
|
|
qdel(I)
|
|
else
|
|
//world << "step failed, deleting \ref[next]"
|
|
qdel(next)
|
|
spawn(10)
|
|
process()
|
|
return
|
|
return
|
|
|
|
/obj/effect/beam/i_beam/Collide()
|
|
. = ..()
|
|
qdel(src)
|
|
|
|
/obj/effect/beam/i_beam/CollidedWith()
|
|
..()
|
|
hit()
|
|
|
|
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
|
|
if(istype(AM, /obj/effect/beam))
|
|
return
|
|
if( (AM.invisibility == INVISIBILITY_OBSERVER) || (AM.invisibility == 101) )
|
|
return
|
|
spawn(0)
|
|
hit()
|
|
return
|
|
return
|
|
|
|
/obj/effect/beam/i_beam/Destroy()
|
|
if(master.first == src)
|
|
master.first = null
|
|
if(next)
|
|
qdel(next)
|
|
next = null
|
|
return ..()
|