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Christ on a stick. SO MANY ERRORS. REEE. # Conflicts: # baystation12.dme # code/_helpers/lists.dm # code/_helpers/logging.dm # code/_helpers/text.dm # code/_onclick/click.dm # code/controllers/configuration.dm # code/controllers/master_controller.dm # code/datums/supplypacks.dm # code/game/antagonist/antagonist.dm # code/game/antagonist/antagonist_print.dm # code/game/antagonist/outsider/commando.dm # code/game/antagonist/outsider/ninja.dm # code/game/area/areas.dm # code/game/gamemodes/cult/cult_items.dm # code/game/gamemodes/game_mode.dm # code/game/jobs/access.dm # code/game/machinery/atmoalter/canister.dm # code/game/machinery/autolathe.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/recharger.dm # code/game/machinery/suit_storage_unit.dm # code/game/mecha/mech_fabricator.dm # code/game/mecha/mecha.dm # code/game/objects/effects/spiders.dm # code/game/objects/items.dm # code/game/objects/items/devices/PDA/PDA.dm # code/game/objects/items/devices/flash.dm # code/game/objects/items/devices/lightreplacer.dm # 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89 lines
2.6 KiB
Plaintext
89 lines
2.6 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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min_reliability = 90 - T
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/obj/machinery/r_n_d/destructive_analyzer/meteorhit()
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qdel(src)
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return
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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(isrobot(user)) //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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