Merge pull request #2124 from Miauw62/shootforthestars

Fingerprints, span classes and text path fixes.
This commit is contained in:
Cheridan
2013-12-26 19:42:05 -08:00
8 changed files with 212 additions and 169 deletions
+103 -95
View File
@@ -31,195 +31,195 @@
/obj/item/weapon/circuitboard/message_monitor
name = "circuit board (Message Monitor)"
build_path = "/obj/machinery/computer/message_monitor"
build_path = /obj/machinery/computer/message_monitor
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/security
name = "circuit board (Security)"
build_path = "/obj/machinery/computer/security"
build_path = /obj/machinery/computer/security
/obj/item/weapon/circuitboard/aicore
name = "circuit board (AI core)"
origin_tech = "programming=4;biotech=2"
board_type = "other"
/obj/item/weapon/circuitboard/aiupload
name = "circuit board (AI Upload)"
build_path = "/obj/machinery/computer/upload/ai"
build_path = /obj/machinery/computer/upload/ai
origin_tech = "programming=4"
/obj/item/weapon/circuitboard/borgupload
name = "circuit board (Cyborg Upload)"
build_path = "/obj/machinery/computer/upload/borg"
build_path = /obj/machinery/computer/upload/borg
origin_tech = "programming=4"
/obj/item/weapon/circuitboard/med_data
name = "circuit board (Medical Records Console)"
build_path = "/obj/machinery/computer/med_data"
build_path = /obj/machinery/computer/med_data
/obj/item/weapon/circuitboard/pandemic
name = "circuit board (PanD.E.M.I.C. 2200)"
build_path = "/obj/machinery/computer/pandemic"
build_path = /obj/machinery/computer/pandemic
origin_tech = "programming=2;biotech=2"
/obj/item/weapon/circuitboard/scan_consolenew
name = "circuit board (DNA Machine)"
build_path = "/obj/machinery/computer/scan_consolenew"
build_path = /obj/machinery/computer/scan_consolenew
origin_tech = "programming=2;biotech=2"
/obj/item/weapon/circuitboard/communications
name = "circuit board (Communications)"
build_path = "/obj/machinery/computer/communications"
build_path = /obj/machinery/computer/communications
origin_tech = "programming=2;magnets=2"
/obj/item/weapon/circuitboard/card
name = "circuit board (ID Console)"
build_path = "/obj/machinery/computer/card"
build_path = /obj/machinery/computer/card
/obj/item/weapon/circuitboard/card/centcom
name = "circuit board (Centcom ID Console)"
build_path = "/obj/machinery/computer/card/centcom"
build_path = /obj/machinery/computer/card/centcom
//obj/item/weapon/circuitboard/shield
// name = "Circuit board (Shield Control)"
// build_path = "/obj/machinery/computer/stationshield"
// build_path = /obj/machinery/computer/stationshield
/obj/item/weapon/circuitboard/teleporter
name = "circuit board (Teleporter)"
build_path = "/obj/machinery/computer/teleporter"
build_path = /obj/machinery/computer/teleporter
origin_tech = "programming=2;bluespace=2"
/obj/item/weapon/circuitboard/secure_data
name = "circuit board (Security Records Console)"
build_path = "/obj/machinery/computer/secure_data"
build_path = /obj/machinery/computer/secure_data
/obj/item/weapon/circuitboard/stationalert
name = "circuit board (Station Alerts)"
build_path = "/obj/machinery/computer/station_alert"
/obj/item/weapon/circuitboard/atmospheresiphonswitch
build_path = /obj/machinery/computer/station_alert
/*/obj/item/weapon/circuitboard/atmospheresiphonswitch
name = "circuit board (Atmosphere siphon control)"
build_path = "/obj/machinery/computer/atmosphere/siphonswitch"
build_path = /obj/machinery/computer/atmosphere/siphonswitch*/
/obj/item/weapon/circuitboard/air_management
name = "circuit board (Atmospheric monitor)"
build_path = "/obj/machinery/computer/general_air_control"
build_path = /obj/machinery/computer/general_air_control
/obj/item/weapon/circuitboard/injector_control
name = "circuit board (Injector control)"
build_path = "/obj/machinery/computer/general_air_control/fuel_injection"
build_path = /obj/machinery/computer/general_air_control/fuel_injection
/obj/item/weapon/circuitboard/atmos_alert
name = "circuit board (Atmospheric Alert)"
build_path = "/obj/machinery/computer/atmos_alert"
build_path = /obj/machinery/computer/atmos_alert
/obj/item/weapon/circuitboard/pod
name = "circuit board (Massdriver control)"
build_path = "/obj/machinery/computer/pod"
build_path = /obj/machinery/computer/pod
/obj/item/weapon/circuitboard/robotics
name = "circuit board (Robotics Control)"
build_path = "/obj/machinery/computer/robotics"
build_path = /obj/machinery/computer/robotics
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/cloning
name = "circuit board (Cloning)"
build_path = "/obj/machinery/computer/cloning"
build_path = /obj/machinery/computer/cloning
origin_tech = "programming=3;biotech=3"
/obj/item/weapon/circuitboard/arcade/battle
name = "circuit board (Arcade Battle)"
build_path = "/obj/machinery/computer/arcade/battle"
build_path = /obj/machinery/computer/arcade/battle
origin_tech = "programming=1"
/obj/item/weapon/circuitboard/arcade/orion_trail
name = "circuit board (Orion_Trail)"
build_path = "/obj/machinery/computer/arcade/orion_trail"
build_path = /obj/machinery/computer/arcade/orion_trail
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/turbine_control
name = "circuit board (Turbine control)"
build_path = "/obj/machinery/computer/turbine_computer"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/weapon/circuitboard/solar_control
name = "circuit board (Solar Control)" //name fixed 250810
build_path = "/obj/machinery/power/solar_control"
build_path = /obj/machinery/power/solar_control
origin_tech = "programming=2;powerstorage=2"
/obj/item/weapon/circuitboard/powermonitor
name = "circuit board (Power Monitor)" //name fixed 250810
build_path = "/obj/machinery/computer/monitor"
build_path = /obj/machinery/computer/monitor
/obj/item/weapon/circuitboard/olddoor
name = "circuit board (DoorMex)"
build_path = "/obj/machinery/computer/pod/old"
build_path = /obj/machinery/computer/pod/old
/obj/item/weapon/circuitboard/syndicatedoor
name = "circuit board (ProComp Executive)"
build_path = "/obj/machinery/computer/pod/old/syndicate"
build_path = /obj/machinery/computer/pod/old/syndicate
/obj/item/weapon/circuitboard/swfdoor
name = "circuit board (Magix)"
build_path = "/obj/machinery/computer/pod/old/swf"
build_path = /obj/machinery/computer/pod/old/swf
/obj/item/weapon/circuitboard/prisoner
name = "circuit board (Prisoner Management Console)"
build_path = "/obj/machinery/computer/prisoner"
build_path = /obj/machinery/computer/prisoner
/obj/item/weapon/circuitboard/rdconsole
name = "circuit Board (RD Console)"
build_path = "/obj/machinery/computer/rdconsole/core"
build_path = /obj/machinery/computer/rdconsole/core
/obj/item/weapon/circuitboard/mecha_control
name = "circuit Board (Exosuit Control Console)"
build_path = "/obj/machinery/computer/mecha"
build_path = /obj/machinery/computer/mecha
/obj/item/weapon/circuitboard/rdservercontrol
name = "circuit Board (R&D Server Control)"
build_path = "/obj/machinery/computer/rdservercontrol"
build_path = /obj/machinery/computer/rdservercontrol
/obj/item/weapon/circuitboard/crew
name = "circuit board (Crew Monitoring Console)"
build_path = "/obj/machinery/computer/crew"
build_path = /obj/machinery/computer/crew
origin_tech = "programming=3;biotech=2;magnets=2"
/obj/item/weapon/circuitboard/mech_bay_power_console
name = "circuit board (Mech Bay Power Control Console)"
build_path = "/obj/machinery/computer/mech_bay_power_console"
build_path = /obj/machinery/computer/mech_bay_power_console
origin_tech = "programming=2;powerstorage=3"
/obj/item/weapon/circuitboard/ordercomp
name = "circuit board (Supply Ordering Console)"
build_path = "/obj/machinery/computer/ordercomp"
build_path = /obj/machinery/computer/ordercomp
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/supplycomp
name = "circuit board (Supply shuttle console)"
build_path = "/obj/machinery/computer/supplycomp"
build_path = /obj/machinery/computer/supplycomp
origin_tech = "programming=3"
var/contraband_enabled = 0
/obj/item/weapon/circuitboard/operating
name = "circuit board (Operating Computer)"
build_path = "/obj/machinery/computer/operating"
build_path = /obj/machinery/computer/operating
origin_tech = "programming=2;biotech=2"
/obj/item/weapon/circuitboard/mining
name = "circuit board (Outpost Status Display)"
build_path = "/obj/machinery/computer/security/mining"
build_path = /obj/machinery/computer/security/mining
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/comm_monitor
name = "circuit board (Telecommunications Monitor)"
build_path = "/obj/machinery/computer/telecomms/monitor"
build_path = /obj/machinery/computer/telecomms/monitor
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/comm_server
name = "circuit board (Telecommunications Server Monitor)"
build_path = "/obj/machinery/computer/telecomms/server"
build_path = /obj/machinery/computer/telecomms/server
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/comm_traffic
name = "circuitboard (Telecommunications Traffic Control)"
build_path = "/obj/machinery/computer/telecomms/traffic"
build_path = /obj/machinery/computer/telecomms/traffic
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/curefab
/*/obj/item/weapon/circuitboard/curefab
name = "circuit board (Cure fab)"
build_path = "/obj/machinery/computer/curer"
build_path = /obj/machinery/computer/curer
/obj/item/weapon/circuitboard/splicer
name = "circuit board (Disease Splicer)"
build_path = "/obj/machinery/computer/diseasesplicer"
build_path = /obj/machinery/computer/diseasesplicer*/
/obj/item/weapon/circuitboard/shuttle
name = "circuit board (Shuttle)"
build_path = "/obj/machinery/computer/shuttle"
build_path = /obj/machinery/computer/shuttle
origin_tech = "programming=2"
id = "1"
/obj/item/weapon/circuitboard/labor_shuttle
name = "circuit Board (Labor Shuttle)"
build_path = "/obj/machinery/computer/shuttle/labor"
build_path = /obj/machinery/computer/shuttle/labor
origin_tech = "programming 2"
/obj/item/weapon/circuitboard/labor_shuttle/one_way
name = "circuit Board (Prisoner Shuttle Console)"
build_path = "/obj/machinery/computer/shuttle/labor/one_way"
build_path = /obj/machinery/computer/shuttle/labor/one_way
origin_tech = "programming 2"
/obj/item/weapon/circuitboard/mining_shuttle
name = "circuit Board (Mining Shuttle)"
build_path = "/obj/machinery/computer/shuttle/mining"
build_path = /obj/machinery/computer/shuttle/mining
origin_tech = "programming 2"
/obj/item/weapon/circuitboard/HolodeckControl // Not going to let people get this, but it's just here for future
name = "circuit board (Holodeck Control)"
build_path = "/obj/machinery/computer/HolodeckControl"
build_path = /obj/machinery/computer/HolodeckControl
origin_tech = "programming=4"
/obj/item/weapon/circuitboard/aifixer
name = "circuit board (AI Integrity Restorer)"
build_path = "/obj/machinery/computer/aifixer"
build_path = /obj/machinery/computer/aifixer
origin_tech = "programming=3;biotech=2"
/obj/item/weapon/circuitboard/area_atmos
name = "circuit board (Area Air Control)"
build_path = "/obj/machinery/computer/area_atmos"
build_path = /obj/machinery/computer/area_atmos
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/prison_shuttle
/*/obj/item/weapon/circuitboard/prison_shuttle
name = "circuit board (Prison Shuttle)"
build_path = "/obj/machinery/computer/prison_shuttle"
origin_tech = "programming=2"
build_path = /obj/machinery/computer/prison_shuttle
origin_tech = "programming=2"*/
/obj/item/weapon/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob)
@@ -247,13 +247,13 @@
/obj/item/weapon/circuitboard/rdconsole/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
if(src.build_path == "/obj/machinery/computer/rdconsole/core")
src.name = "circuit board (RD Console - Robotics)"
src.build_path = "/obj/machinery/computer/rdconsole/robotics"
user << "\blue Access protocols successfully updated."
name = "circuit board (RD Console - Robotics)"
build_path = /obj/machinery/computer/rdconsole/robotics
user << "<span class='notice'>Access protocols successfully updated.</span>"
else
src.name = "circuit board (RD Console)"
src.build_path = "/obj/machinery/computer/rdconsole/core"
user << "\blue Defaulting access protocols."
name = "circuit board (RD Console)"
build_path = /obj/machinery/computer/rdconsole/core
user << "<span class='notice'>Defaulting access protocols.</span>"
return
/obj/item/weapon/circuitboard/shuttle/attackby(obj/item/I as obj, mob/user as mob)
@@ -264,79 +264,85 @@
return
/obj/structure/computerframe/attackby(obj/item/P as obj, mob/user as mob)
add_fingerprint(user)
switch(state)
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the frame into place."
src.anchored = 1
src.state = 1
user << "<span class='notice'>You wrench the frame into place.</span>"
anchored = 1
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = P
if(!WT.remove_fuel(0, user))
user << "The welding tool must be on to complete this task."
user << "<span class='warning'>The welding tool must be on to complete this task.</span>"
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20))
if(!src || !WT.isOn()) return
user << "\blue You deconstruct the frame."
new /obj/item/stack/sheet/metal( src.loc, 5 )
user << "<span class='notice'>You deconstruct the frame.</span>"
var/obj/item/stack/sheet/metal/M = new (loc, 5)
M.add_fingerprint(user)
del(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the frame."
src.anchored = 0
src.state = 0
user << "<span class='notice'>You unfasten the frame.</span>"
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
var/obj/item/weapon/circuitboard/B = P
if(B.board_type == "computer")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "\blue You place the circuit board inside the frame."
src.icon_state = "1"
src.circuit = P
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
icon_state = "1"
circuit = P
user.drop_item()
circuit.add_fingerprint(user)
P.loc = src
else
user << "\red This frame does not accept circuit boards of this type!"
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuit board into place."
src.state = 2
src.icon_state = "2"
user << "<span class='notice'>You screw the circuit board into place.</span>"
state = 2
icon_state = "2"
if(istype(P, /obj/item/weapon/crowbar) && circuit)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the circuit board."
src.state = 1
src.icon_state = "0"
user << "<span class='notice'>You remove the circuit board.</span>"
state = 1
icon_state = "0"
circuit.loc = src.loc
src.circuit = null
circuit.add_fingerprint(user)
circuit = null
if(2)
if(istype(P, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuit board."
user << "<span class='notice'>You unfasten the circuit board.</span>"
src.state = 1
src.icon_state = "1"
if(istype(P, /obj/item/weapon/cable_coil))
if(P:amount >= 5)
var/obj/item/weapon/cable_coil/C = P
if(C.amount >= 5)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if(P)
P:amount -= 5
if(!P:amount) del(P)
user << "\blue You add cables to the frame."
if(C && C.amount >= 5)
C.amount -= 5
if(C.amount <= 0) del(C)
user << "<span class='notice'>You add cables to the frame.</span>"
src.state = 3
src.icon_state = "3"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "\blue You remove the cables."
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "2"
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
var/obj/item/weapon/cable_coil/A = new (loc)
A.amount = 5
A.add_fingerprint(user)
if(istype(P, /obj/item/stack/sheet/glass))
if(P:amount >= 2)
@@ -344,20 +350,21 @@
if(do_after(user, 20))
if(P)
P:use(2)
user << "\blue You put in the glass panel."
user << "<span class='notice'>You put in the glass panel.</span>"
src.state = 4
src.icon_state = "4"
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "\blue You remove the glass panel."
user << "<span class='notice'>You remove the glass panel.</span>"
src.state = 3
src.icon_state = "3"
new /obj/item/stack/sheet/glass( src.loc, 2 )
var/obj/item/stack/sheet/glass/G = new (loc, 2)
G.add_fingerprint(user)
if(istype(P, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "\blue You connect the monitor."
var/B = new src.circuit.build_path ( src.loc )
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/B = new src.circuit.build_path (src.loc)
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
@@ -370,4 +377,5 @@
var/obj/machinery/computer/shuttle/S = B
var/obj/item/weapon/circuitboard/shuttle/C = circuit
S.id = C.id
transfer_fingerprints_to(B)
del(src)
+1 -1
View File
@@ -70,7 +70,7 @@
return
/obj/machinery/pipedispenser/attackby(var/obj/item/W as obj, var/mob/user as mob)
src.add_fingerprint(usr)
add_fingerprint(user)
if (istype(W, /obj/item/pipe) || istype(W, /obj/item/pipe_meter))
usr << "<span class='notice'>You put [W] back into [src].</span>"
user.drop_item()
+16 -10
View File
@@ -22,6 +22,7 @@
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user)
..()
add_fingerprint(user)
if(istype(W,/obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/CC = W
if(CC.amount < 5)
@@ -29,7 +30,8 @@
return
CC.use(5)
user << "\blue You attach wire to the [name]."
new /obj/item/stack/light_w(user.loc)
var/obj/item/stack/light_w/new_tile = new(user.loc)
new_tile.add_fingerprint(user)
src.use(1)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
@@ -89,6 +91,7 @@
W.anchored = 0
W.air_update_turf(1)
src.use(1)
W.add_fingerprint(user)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
@@ -104,6 +107,7 @@
W.ini_dir = SOUTHWEST
W.anchored = 0
W.air_update_turf(1)
W.add_fingerprint(user)
src.use(2)
return 0
@@ -172,44 +176,46 @@
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
W.add_fingerprint(user)
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
user << "\red You need more glass to do that."
user << "<span class='warning'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "\red There is a window in the way."
user << "<span class='warning'>There is a window in the way.</span>"
return 1
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W = new /obj/structure/window/reinforced(user.loc, 1)
W.state = 0
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
W.add_fingerprint(user)
src.use(2)
if("Windoor")
if(!src || src.loc != user) return 1
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
user << "\red There is already a windoor assembly in that location."
user << "<span class='warning'>There is already a windoor assembly in that location.</span>"
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
user << "\red There is already a windoor in that location."
user << "<span class='warning'>There is already a windoor in that location.</span>"
return 1
if(src.amount < 5)
user << "\red You need more glass to do that."
user << "<span class='warning'>You need more glass to do that.</span>"
return 1
var/obj/structure/windoor_assembly/WD
WD = new /obj/structure/windoor_assembly(user.loc)
var/obj/structure/windoor_assembly/WD = new(user.loc)
WD.state = "01"
WD.anchored = 0
WD.add_fingerprint(user)
src.use(5)
switch(user.dir)
if(SOUTH)
@@ -221,7 +227,7 @@
if(WEST)
WD.dir = WEST
WD.ini_dir = WEST
else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
WD.dir = NORTH
WD.ini_dir = NORTH
else
@@ -14,10 +14,12 @@
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
var/obj/item/weapon/cable_coil/CC = new (user.loc)
CC.amount = 5
CC.add_fingerprint(user)
amount--
new/obj/item/stack/sheet/glass(user.loc)
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(amount <= 0)
user.drop_from_inventory(src)
del(src)
@@ -29,7 +31,8 @@
user.drop_from_inventory(M)
del(M)
amount--
new/obj/item/stack/tile/light(user.loc)
var/obj/item/stack/tile/light/L = new (user.loc)
L.add_fingerprint(user)
if(amount <= 0)
user.drop_from_inventory(src)
del(src)
+57 -45
View File
@@ -6,60 +6,64 @@
var/state = 0
attackby(obj/item/W as obj, mob/user as mob)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You dissasembled the girder!"
user << "<span class='notice'>You dissasembled the girder!</span>"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
user << "<span class='notice'>Now securing the girder...</span>"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
user << "<span class='notice'>You secured the girder!</span>"
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
if(!src) return
user << "\blue You slice apart the girder!"
user << "<span class='notice'>You slice apart the girder!</span>"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
user << "<span class='notice'>You drill through the girder!</span>"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
user << "<span class='notice'>Now unsecuring support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
user << "<span class='notice'>You unsecured the support struts!</span>"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
user << "<span class='notice'>Now removing support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
user << "<span class='notice'>You removed the support struts!</span>"
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
user << "<span class='notice'>Now dislodging the girder...</span>"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
user << "<span class='notice'>You dislodged the girder!</span>"
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
del(src)
else if(istype(W, /obj/item/stack/sheet))
@@ -71,20 +75,21 @@
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall (src.loc)
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/obj/structure/falsewall/F = new (loc)
transfer_fingerprints_to(F)
del(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
if(X) transfer_fingerprints_to(X)
del(src)
return
@@ -92,31 +97,33 @@
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/obj/structure/falserwall/FW = new (loc)
transfer_fingerprints_to(FW)
del(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.amount < 1) return ..()
user << "\blue Now finalising reinforced wall."
user << "<span class='notice'>Now finalising reinforced wall...</span>"
if(do_after(user, 50))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Wall fully reinforced!"
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
if(X) transfer_fingerprints_to(X)
del(src)
return
else
if(S.amount < 1) return ..()
user << "\blue Now reinforcing girders"
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Girders reinforced!"
new/obj/structure/girder/reinforced( src.loc )
user << "<span class='notice'>Girders reinforced!</span>"
var/obj/structure/girder/reinforced/R = new (loc)
transfer_fingerprints_to(R)
del(src)
return
@@ -125,21 +132,22 @@
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
var/obj/structure/FW = new F (loc)
transfer_fingerprints_to(FW)
del(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
if(X) transfer_fingerprints_to(X)
del(src)
return
@@ -150,7 +158,7 @@
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "\blue You fit the pipe into the [src]!"
user << "<span class='notice'>You fit the pipe into the [src]!</span>"
else
..()
@@ -198,23 +206,27 @@
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
user << "<span class='notice'>You dissasembled the girder!</span>"
var/obj/effect/decal/remains/human/R = new (get_turf(src))
transfer_fingerprints_to(R)
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
user << "<span class='notice'>You slice apart the girder!</span>"
var/obj/effect/decal/remains/human/R = new (get_turf(src))
transfer_fingerprints_to(R)
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
user << "<span class='notice'>You drill through the girder!</span>"
if(do_after(user, 5))
var/obj/effect/decal/remains/human/R = new (get_turf(src))
transfer_fingerprints_to(R)
del(src)
blob_act()
if(prob(40))
@@ -70,23 +70,26 @@ obj/structure/windoor_assembly/Del()
/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
//I really should have spread this out across more states but thin little windoors are hard to sprite.
add_fingerprint(user)
switch(state)
if("01")
if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
if (WT.remove_fuel(0,user))
user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
user.visible_message("<span class='warning'>[user] dissassembles the windoor assembly.</span>", "<span class='notice'>You start to dissassemble the windoor assembly.</span>")
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the windoor assembly!"
new /obj/item/stack/sheet/rglass(get_turf(src), 5)
user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
RG.add_fingerprint(user)
if(secure)
new /obj/item/stack/rods(get_turf(src), 4)
var/obj/item/stack/rods/R = new (get_turf(src), 4)
R.add_fingerprint(user)
del(src)
else
user << "\blue You need more welding fuel to dissassemble the windoor assembly."
user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
+20 -9
View File
@@ -55,7 +55,6 @@
if(reinf) new /obj/item/stack/rods( loc)
del(src)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
@@ -98,6 +97,7 @@
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
@@ -106,11 +106,15 @@
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
new /obj/item/weapon/shard(loc)
if(reinf) new /obj/item/stack/rods(loc)
var/obj/item/weapon/shard/S = new (loc)
S.add_fingerprint(user)
if(reinf)
var/obj/item/stack/rods/R = new (loc)
R.add_fingerprint(user)
del(src)
else
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
add_fingerprint(user)
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
@@ -151,6 +155,7 @@
/obj/structure/window/attackby(obj/item/I, mob/user)
if(!can_be_reached(user))
return 1 //returning 1 will skip the afterattack()
add_fingerprint(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
@@ -171,14 +176,18 @@
playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>")
else if(istype(I, /obj/item/weapon/wrench) && !anchored)
var/glass_type
if(reinf)
glass_type = /obj/item/stack/sheet/rglass
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
if(is_fulltile()) //fulltiles drop two panes
RG = new (user.loc)
RG.add_fingerprint(user)
else
glass_type = /obj/item/stack/sheet/glass
new glass_type(user.loc)
if(is_fulltile())//fulltiles drop two panes
new glass_type(user.loc)
var/obj/item/stack/sheet/glass/G = new (user.loc)
G.add_fingerprint(user)
if(is_fulltile())
G = new (user.loc)
G.add_fingerprint(user)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.Del(1)
else
@@ -234,6 +243,7 @@
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
@@ -250,6 +260,7 @@
// updateSilicate()
air_update_turf(1)
ini_dir = dir
add_fingerprint(usr)
return
+1 -1
View File
@@ -149,4 +149,4 @@ atom/proc/add_fibers(mob/living/carbon/human/M)
A.fingerprints |= fingerprints.Copy() //detective
if(fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
A.fingerprintslast = fingerprintslast
A.fingerprintslast = fingerprintslast