Files
Aurora.3/code/modules/research/destructive_analyzer.dm
NanakoAC da63b8d171 Gripper overhaul + New borg sprites (#1518)
Fixes #1489 
Fixes #1499 

Grippers basically torn up and remade, i went down to the root and incorporated them into cyborg click and inventory code. This should make them resistant against future bugs.
Fixes all current known gripper bugs. Grippers work properly with all the stuff they should. Minor tweaks to borg modules.

In addition, i went and raided VG, TG, paradise and bay repositories, and ported all their best sprites that were suitable for us. VG station was the most lucrative by far, about 70% of the new ones came from there.
2017-01-13 00:07:18 +02:00

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/*
Destructive Analyzer
It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
Note: Must be placed within 3 tiles of the R&D Console
*/
/obj/machinery/r_n_d/destructive_analyzer
name = "destructive analyzer"
icon_state = "d_analyzer"
var/obj/item/weapon/loaded_item = null
var/decon_mod = 0
use_power = 1
idle_power_usage = 30
active_power_usage = 2500
/obj/machinery/r_n_d/destructive_analyzer/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/destructive_analyzer(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
RefreshParts()
/obj/machinery/r_n_d/destructive_analyzer/RefreshParts()
var/T = 0
for(var/obj/item/weapon/stock_parts/S in component_parts)
T += S.rating
decon_mod = T * 0.1
/obj/machinery/r_n_d/destructive_analyzer/update_icon()
if(panel_open)
icon_state = "d_analyzer_t"
else if(loaded_item)
icon_state = "d_analyzer_l"
else
icon_state = "d_analyzer"
/obj/machinery/r_n_d/destructive_analyzer/attackby(var/obj/O as obj, var/mob/user as mob)
if(busy)
user << "<span class='notice'>\The [src] is busy right now.</span>"
return
if(loaded_item)
user << "<span class='notice'>There is something already loaded into \the [src].</span>"
return 1
if(default_deconstruction_screwdriver(user, O))
if(linked_console)
linked_console.linked_destroy = null
linked_console = null
return
if(default_deconstruction_crowbar(user, O))
return
if(default_part_replacement(user, O))
return
if(panel_open)
user << "<span class='notice'>You can't load \the [src] while it's opened.</span>"
return 1
if(!linked_console)
user << "<span class='notice'>\The [src] must be linked to an R&D console first.</span>"
return
if(istype(O, /obj/item) && !loaded_item)
if(!dropsafety(O)) //Don't put your module items in there!
return
if(!O.origin_tech)
user << "<span class='notice'>This doesn't seem to have a tech origin.</span>"
return
if(O.origin_tech.len == 0)
user << "<span class='notice'>You cannot deconstruct this item.</span>"
return
busy = 1
loaded_item = O
user.drop_item()
O.loc = src
user << "<span class='notice'>You add \the [O] to \the [src].</span>"
flick("d_analyzer_la", src)
spawn(10)
update_icon()
busy = 0
return 1
return