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