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Change machine frames and girders deconstruction step
They now use the screwdriver instead of the welding tool On top of that I added a check to ensure you can't disassemble the same girder more than once to farm materials
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@@ -2,6 +2,7 @@
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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/obj/structure/girder
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name = "girder"
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@@ -14,19 +15,18 @@
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/weldingtool) && state == GIRDER_DISPLACED)
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
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"<span class='notice'>You start to disassemble the girder...</span>", "You hear welding and clanking.")
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if(do_after(user, 40, target = src))
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if( !WT.isOn() )
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return
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user << "<span class='notice'>You disassemble the girder.</span>"
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var/obj/item/stack/sheet/metal/M = new (loc, 2)
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M.add_fingerprint(user)
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qdel(src)
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if(istype(W, /obj/item/weapon/screwdriver) && state == GIRDER_DISPLACED)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
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"<span class='notice'>You start to disassemble the girder...</span>", "You hear clanking and banging noises.")
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if(do_after(user, 40, target = src))
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if(state == GIRDER_DISASSEMBLED)
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return
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state = GIRDER_DISASSEMBLED
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user << "<span class='notice'>You disassemble the girder.</span>"
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var/obj/item/stack/sheet/metal/M = new (loc, 2)
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M.add_fingerprint(user)
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qdel(src)
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else if(istype(W, /obj/item/weapon/wrench) && state == GIRDER_DISPLACED)
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if (!istype(src.loc, /turf/simulated/floor))
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