Files
Aurora.3/code/game/machinery/computer/computer.dm
Lohikar e2725ab4cb Computer dark visibility tweaks (#1829)
changes:

Holo-computers' displays now draw above the lighting layer, allowing them to be seen in the dark.
APCs' displays now draw above the lighting layer, allowing them to be seen in the dark.
2017-03-05 22:28:11 +02:00

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/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = 1
anchored = 1.0
use_power = 1
idle_power_usage = 300
active_power_usage = 300
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
var/processing = 0
var/icon_screen = "generic"
var/light_range_on = 2
var/light_power_on = 1
var/overlay_layer
var/is_holographic = TRUE
/obj/machinery/computer/New()
overlay_layer = layer
..()
/obj/machinery/computer/initialize()
power_change()
update_icon()
/obj/machinery/computer/emp_act(severity)
if(prob(20/severity)) set_broken()
..()
/obj/machinery/computer/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(25))
qdel(src)
return
if (prob(50))
for(var/x in verbs)
verbs -= x
set_broken()
if(3.0)
if (prob(25))
for(var/x in verbs)
verbs -= x
set_broken()
else
return
/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
if(prob(Proj.get_structure_damage()))
set_broken()
..()
/obj/machinery/computer/update_icon()
overlays.Cut()
if(stat & NOPOWER)
set_light(0)
return
else
set_light(light_range_on, light_power_on)
if(stat & BROKEN)
overlays += image(icon,"[icon_state]_broken", overlay_layer)
else if (is_holographic)
holographic_overlay(src, src.icon, icon_screen)
else
overlays += image(icon, icon_screen, overlay_layer)
/obj/machinery/computer/power_change()
..()
update_icon()
if(stat & NOPOWER)
set_light(0)
else
set_light(light_range_on, light_power_on)
/obj/machinery/computer/proc/set_broken()
stat |= BROKEN
update_icon()
/obj/machinery/computer/proc/decode(text)
// Adds line breaks
text = replacetext(text, "\n", "<BR>")
return text
/obj/machinery/computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
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/M = new circuit( A )
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.loc = src.loc
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
M.deconstruct(src)
qdel(src)
else
..()
/obj/machinery/computer/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (!mover)
return 1
if(istype(mover,/obj/item/projectile) && density)
if (prob(80))
//Holoscreens are non solid, and the frames of the computers are thin. So projectiles will usually
//pass through
return 1
else
return 0
else if(mover.checkpass(PASSTABLE))
//Animals can run under them, lots of empty space
return 1
return ..()