Changed some circuits paths to reduce copypasta

This commit is contained in:
c0
2015-08-30 16:58:13 +03:00
parent 4374c96117
commit 97b792bbc3
27 changed files with 97 additions and 114 deletions
+1 -1
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@@ -481,7 +481,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/obj/item/solar_assembly,
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller
/obj/item/weapon/circuitboard/solar_control,
/obj/item/weapon/tracker_electronics,
/obj/item/weapon/electronics/tracker,
/obj/item/weapon/paper/solar)
cost = 20
containername = "solar pack crate"
+6 -15
View File
@@ -750,7 +750,7 @@
if (do_after(user, 20, target = src))
if (buildstage == 1)
user <<"<span class='notice'>You remove the air alarm electronics.</span>"
new /obj/item/weapon/airalarm_electronics( src.loc )
new /obj/item/weapon/electronics/airalarm( src.loc )
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
buildstage = 0
update_icon()
@@ -777,7 +777,7 @@
update_icon()
return
if(0)
if(istype(W, /obj/item/weapon/airalarm_electronics))
if(istype(W, /obj/item/weapon/electronics/airalarm))
if(user.unEquip(W))
user << "<span class='notice'>You insert the circuit.</span>"
buildstage = 1
@@ -817,14 +817,9 @@
AIR ALARM CIRCUIT
Just a object used in constructing air alarms
*/
/obj/item/weapon/airalarm_electronics
/obj/item/weapon/electronics/airalarm
name = "air alarm electronics"
icon = 'icons/obj/module.dmi'
icon_state = "airalarm_electronics"
desc = "Looks like a circuit. Probably is."
w_class = 2.0
materials = list(MAT_METAL=50, MAT_GLASS=50)
/*
AIR ALARM ITEM
@@ -979,11 +974,11 @@ FIRE ALARM
user << "<span class='notice'>You remove the destroyed circuit.</span>"
else
user << "<span class='notice'>You pry out the circuit.</span>"
new /obj/item/weapon/firealarm_electronics(user.loc)
new /obj/item/weapon/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
if(0)
if(istype(W, /obj/item/weapon/firealarm_electronics))
if(istype(W, /obj/item/weapon/electronics/firealarm))
user << "<span class='notice'>You insert the circuit.</span>"
qdel(W)
buildstage = 1
@@ -1140,13 +1135,9 @@ FIRE ALARM
FIRE ALARM CIRCUIT
Just a object used in constructing fire alarms
*/
/obj/item/weapon/firealarm_electronics
/obj/item/weapon/electronics/firealarm
name = "fire alarm electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = 2.0
materials = list(MAT_METAL=50, MAT_GLASS=50)
/*
+2 -2
View File
@@ -6,7 +6,7 @@
var/skin = "doorctrl"
power_channel = ENVIRON
var/obj/item/device/assembly/device
var/obj/item/weapon/airlock_electronics/board
var/obj/item/weapon/electronics/airlock/board
var/device_type = null
var/id = null
@@ -79,7 +79,7 @@
device = W
user << "<span class='notice'>You add [W] to the button.</span>"
if(!board && istype(W, /obj/item/weapon/airlock_electronics))
if(!board && istype(W, /obj/item/weapon/electronics/airlock))
if(!user.unEquip(W))
user << "<span class='warning'>\The [W] is stuck to you!</span>"
return
+3 -3
View File
@@ -42,7 +42,7 @@
var/justzap = 0
var/safe = 1
normalspeed = 1
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/hasShocked = 0 //Prevents multiple shocks from happening
var/autoclose = 1
var/obj/item/device/doorCharge/charge = null //If applied, causes an explosion upon opening the door
@@ -990,9 +990,9 @@ About the new airlock wires panel:
return
user << "<span class='notice'>You remove the airlock electronics.</span>"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
ae = new/obj/item/weapon/electronics/airlock( src.loc )
if(req_one_access)
ae.use_one_access = 1
ae.conf_access = src.req_one_access
@@ -1,11 +1,7 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/item/weapon/airlock_electronics
/obj/item/weapon/electronics/airlock
name = "airlock electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
w_class = 2.0 //It should be tiny! -Agouri
materials = list(MAT_METAL=50, MAT_GLASS=50)
req_access = list(access_maint_tunnels)
@@ -14,7 +10,7 @@
var/last_configurator = null
var/locked = 1
/obj/item/weapon/airlock_electronics/attack_self(mob/user)
/obj/item/weapon/electronics/airlock/attack_self(mob/user)
if (!ishuman(user))
return ..(user)
@@ -67,7 +63,7 @@
popup.open()
onclose(user, "airlock")
/obj/item/weapon/airlock_electronics/Topic(href, href_list)
/obj/item/weapon/electronics/airlock/Topic(href, href_list)
..()
if (usr.stat || usr.restrained() || !ishuman(usr))
return
@@ -95,7 +91,7 @@
attack_self(usr)
/obj/item/weapon/airlock_electronics/proc/toggle_access(acc)
/obj/item/weapon/electronics/airlock/proc/toggle_access(acc)
if (acc == "all")
conf_access = null
else if(acc == "one")
+3 -6
View File
@@ -170,13 +170,10 @@
icon = 'icons/obj/doors/Doorfire.dmi'
glass = 0
/obj/item/weapon/firelock_board
/obj/item/weapon/electronics/firelock
name = "firelock circuitry"
desc = "A circuit board used in construction of firelocks."
icon = 'icons/obj/module.dmi'
icon_state = "mainboard"
w_class = 2
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
/obj/structure/firelock_frame
name = "firelock frame"
@@ -270,7 +267,7 @@
if(constructionStep != CONSTRUCTION_GUTTED) return
user.visible_message("<span class='notice'>[user] removes [src]'s circuit board.</span>", \
"<span class='notice'>You remove the circuit board from [src].</span>")
new /obj/item/weapon/firelock_board(get_turf(src))
new /obj/item/weapon/electronics/firelock(get_turf(src))
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
constructionStep = CONSTRUCTION_NOCIRCUIT
update_icon()
@@ -308,7 +305,7 @@
M.amount = 3
qdel(src)
return
if(istype(C, /obj/item/weapon/firelock_board))
if(istype(C, /obj/item/weapon/electronics/firelock))
user.visible_message("<span class='notice'>[user] starts adding [C] to [src]...</span>", \
"<span class='notice'>You begin adding a circuit board to [src]...</span>")
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
+3 -3
View File
@@ -8,7 +8,7 @@
visible = 0.0
flags = ON_BORDER
opacity = 0
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/reinf = 0
/obj/machinery/door/window/New()
@@ -311,9 +311,9 @@
user << "<span class='notice'>You remove the airlock electronics.</span>"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
ae = new/obj/item/weapon/electronics/airlock( src.loc )
if(req_one_access)
ae.use_one_access = 1
ae.conf_access = src.req_one_access
+1 -1
View File
@@ -910,7 +910,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
icon_state = "engivend"
icon_deny = "engivend-deny"
req_access_txt = "11" //Engineering Equipment access
products = list(/obj/item/clothing/glasses/meson/engine = 2,/obj/item/device/multitool = 4,/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,/obj/item/weapon/airalarm_electronics = 10,/obj/item/weapon/stock_parts/cell/high = 10, /obj/item/weapon/rcd/loaded = 3,)
products = list(/obj/item/clothing/glasses/meson/engine = 2,/obj/item/device/multitool = 4,/obj/item/weapon/electronics/airlock = 10,/obj/item/weapon/electronics/apc = 10,/obj/item/weapon/electronics/airalarm = 10,/obj/item/weapon/stock_parts/cell/high = 10, /obj/item/weapon/rcd/loaded = 3,)
contraband = list(/obj/item/weapon/stock_parts/cell/potato = 3)
premium = list(/obj/item/weapon/storage/belt/utility = 3)
+11
View File
@@ -86,3 +86,14 @@
usr << "<span class='notice'>You cut the cables and disassemble the unused power terminal.</span>"
qdel(T)
return 1
/obj/item/weapon/electronics
desc = "Looks like a circuit. Probably is."
icon = 'icons/obj/module.dmi'
icon_state = "door_electronics"
item_state = "electronic"
flags = CONDUCT
w_class = 2
origin_tech = "engineering=2;programming=1"
materials = list(MAT_METAL=50, MAT_GLASS=50)
+1 -1
View File
@@ -357,7 +357,7 @@ RCD
activate()
var/obj/machinery/door/airlock/T = new airlock_type( A )
T.electronics = new/obj/item/weapon/airlock_electronics( src.loc )
T.electronics = new/obj/item/weapon/electronics/airlock( src.loc )
if(conf_access)
T.electronics.conf_access = conf_access.Copy()
@@ -37,9 +37,9 @@
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
@@ -11,7 +11,7 @@
var/icontext = ""
var/base_icon_state = "door_as_"
var/glass_base_icon_state = "door_as_g"
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/created_name = null
@@ -506,7 +506,7 @@
src.state = 0
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
@@ -534,9 +534,9 @@
user << "<span class='notice'>You remove the airlock electronics.</span>"
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
ae = new/obj/item/weapon/electronics/airlock( src.loc )
else
ae = electronics
electronics = null
@@ -19,7 +19,7 @@
dir = NORTH
var/ini_dir
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/created_name = null
//Vars to help with the icon's name
@@ -189,7 +189,7 @@
name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
else if(istype(W, /obj/item/weapon/electronics/airlock))
if(!user.drop_item())
return
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -219,7 +219,7 @@
return
user << "<span class='notice'>You remove the airlock electronics.</span>"
name = "wired windoor assembly"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
ae = electronics
electronics = null
ae.loc = loc
+4 -12
View File
@@ -398,7 +398,7 @@
user.visible_message(\
"[user.name] has removed the power control board from [src.name]!",\
"<span class='notice'>You remove the power control board.</span>")
new /obj/item/weapon/module/power_control(loc)
new /obj/item/weapon/electronics/apc(loc)
else if (opened!=2) //cover isn't removed
opened = 0
update_icon()
@@ -496,7 +496,7 @@
else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
terminal.dismantle(user)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
else if (istype(W, /obj/item/weapon/electronics/apc) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user.visible_message("[user.name] inserts the power control board into [src].", \
"<span class='notice'>You start to insert the power control board into the frame...</span>")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
@@ -505,7 +505,7 @@
has_electronics = 1
user << "<span class='notice'>You place the power control board inside the frame.</span>"
qdel(W)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
else if (istype(W, /obj/item/weapon/electronics/apc) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
user << "<span class='warning'>You cannot put the board inside, the frame is damaged!</span>"
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal)
@@ -1232,15 +1232,7 @@
#undef APC_UPDATE_ICON_COOLDOWN
/*Power module, used for APC construction*/
/obj/item/weapon/module
icon = 'icons/obj/module.dmi'
icon_state = "std_module"
w_class = 2.0
item_state = "electronic"
flags = CONDUCT
/obj/item/weapon/module/power_control
/obj/item/weapon/electronics/apc
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
+2 -2
View File
@@ -255,7 +255,7 @@
return 1
if(!tracker)
if(istype(W, /obj/item/weapon/tracker_electronics))
if(istype(W, /obj/item/weapon/electronics/tracker))
if(!user.drop_item())
return
tracker = 1
@@ -264,7 +264,7 @@
return 1
else
if(istype(W, /obj/item/weapon/crowbar))
new /obj/item/weapon/tracker_electronics(src.loc)
new /obj/item/weapon/electronics/tracker(src.loc)
tracker = 0
user.visible_message("[user] takes out the electronics from the solar assembly.", "<span class='notice'>You take out the electronics from the solar assembly.</span>")
return 1
+2 -6
View File
@@ -76,9 +76,5 @@
// Tracker Electronic
/obj/item/weapon/tracker_electronics
name = "tracker electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
w_class = 2.0
/obj/item/weapon/electronics/tracker
name = "tracker electronics"
@@ -111,7 +111,7 @@
id = "power control"
build_type = AUTOLATHE
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
build_path = /obj/item/weapon/module/power_control
build_path = /obj/item/weapon/electronics/apc
category = list("initial", "Electronics")
/datum/design/airlock_board
@@ -119,7 +119,7 @@
id = "airlock_board"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/airlock_electronics
build_path = /obj/item/weapon/electronics/airlock
category = list("initial", "Electronics")
/datum/design/firelock_board
@@ -127,7 +127,7 @@
id = "firelock_board"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/firelock_board
build_path = /obj/item/weapon/electronics/firelock
category = list("initial", "Electronics")
/datum/design/airalarm_electronics
@@ -135,7 +135,7 @@
id = "airalarm_electronics"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/airalarm_electronics
build_path = /obj/item/weapon/electronics/airalarm
category = list("initial", "Electronics")
/datum/design/firealarm_electronics
@@ -143,7 +143,7 @@
id = "firealarm_electronics"
build_type = AUTOLATHE
materials = list(MAT_METAL = 50, MAT_GLASS = 50)
build_path = /obj/item/weapon/firealarm_electronics
build_path = /obj/item/weapon/electronics/firealarm
category = list("initial", "Electronics")
/datum/design/pipe_painter