Removes the deliverychute entirely from the machinery ticker and updates his flush() proc with his parent that I fixed long time ago. Because someone though that copypasting was the best idea to make new machines.

Anyways I'm not planning to keep touching this for a while, if you want to remove the copypasta, please, do it.
If there's a wall on top of the exit of a disposal pipe, the disposal pipe will now shoot the stuff to the wall anyways because being stuck in the holder inside of pipe sucks.
This commit is contained in:
Aranclanos
2014-01-10 04:59:24 -03:00
parent cac61b9d0c
commit ad3d3c92ac
2 changed files with 92 additions and 98 deletions
+2 -10
View File
@@ -716,10 +716,6 @@
var/turf/target
if(T.density) // dense ouput turf, so stop holder
H.active = 0
H.loc = src
return
if(istype(T,/turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/F = T
//F.health = 100
@@ -742,8 +738,6 @@
spawn(1)
if(AM)
AM.throw_at(target, 100, 1)
H.vent_gas(T)
del(H)
else // no specified direction, so throw in random direction
@@ -757,10 +751,8 @@
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T) // all gas vent to turf
del(H)
H.vent_gas(T)
del(H)
return
// call to break the pipe
+90 -88
View File
@@ -219,105 +219,107 @@
var/start_flush = 0
var/c_mode = 0
New()
..()
spawn(5)
trunk = locate() in loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/obj/machinery/disposal/deliveryChute/New()
..()
spawn(5)
trunk = locate() in loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
interact()
return
/obj/machinery/disposal/deliveryChute/interact()
return
update()
return
/obj/machinery/disposal/deliveryChute/update()
return
Bumped(var/atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile)) return
switch(dir)
if(NORTH)
if(AM.loc.y != loc.y+1) return
if(EAST)
if(AM.loc.x != loc.x+1) return
if(SOUTH)
if(AM.loc.y != loc.y-1) return
if(WEST)
if(AM.loc.x != loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.loc = src
else if(istype(AM, /mob))
var/mob/M = AM
M.loc = src
flush()
/obj/machinery/disposal/deliveryChute/Bumped(var/atom/movable/AM) //Go straight into the chute
if(istype(AM, /obj/item/projectile)) return
switch(dir)
if(NORTH)
if(AM.loc.y != loc.y+1) return
if(EAST)
if(AM.loc.x != loc.x+1) return
if(SOUTH)
if(AM.loc.y != loc.y-1) return
if(WEST)
if(AM.loc.x != loc.x-1) return
if(istype(AM, /obj))
var/obj/O = AM
O.loc = src
else if(istype(AM, /mob))
var/mob/M = AM
M.loc = src
flush()
flushing = 1
flick("intake-closing", src)
var/deliveryCheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
/obj/machinery/disposal/deliveryChute/flush()
flushing = 1
flick("intake-closing", src)
var/deliveryCheck = 0
var/obj/structure/disposalholder/H = new() // virtual holder object which actually
// travels through the pipes.
/* for(var/obj/structure/bigDelivery/O in src)
deliveryCheck = 1
if(O.sortTag == 0) //This auto-sorts package wrapped objects to disposals
O.sortTag = 1 //Cargo techs can do this themselves with their taggers
for(var/obj/item/smallDelivery/O in src) //With this disabled packages will loop back round and come out the mail chute
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1 */
if(deliveryCheck == 0)
H.destinationTag = 1
deliveryCheck = 1
if(O.sortTag == 0) //This auto-sorts package wrapped objects to disposals
O.sortTag = 1 //Cargo techs can do this themselves with their taggers
for(var/obj/item/smallDelivery/O in src) //With this disabled packages will loop back round and come out the mail chute
deliveryCheck = 1
if(O.sortTag == 0)
O.sortTag = 1 */
if(deliveryCheck == 0)
H.destinationTag = 1
air_contents = new() // new empty gas resv.
sleep(10)
if((start_flush + 15) < world.time)
start_flush = world.time
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
sleep(10)
if((start_flush + 15) < world.time)
start_flush = world.time
playsound(src, 'sound/machines/disposalflush.ogg', 50, 0, 0)
sleep(5) // wait for animation to finish
H.init(src) // copy the contents of disposer to holder
air_contents = new() // new empty gas resv.
H.init(src) // copy the contents of disposer to holder
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
return
H.start(src) // start the holder processing movement
flushing = 0
// now reset disposal state
flush = 0
if(mode == 2) // if was ready,
mode = 1 // switch to charging
update()
/obj/machinery/disposal/deliveryChute/attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
return
attackby(var/obj/item/I, var/mob/user)
if(!I || !user)
if(istype(I, /obj/item/weapon/screwdriver))
if(c_mode==0)
c_mode=1
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You remove the screws around the power connection.</span>"
return
else if(c_mode==1)
c_mode=0
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You attach the screws around the power connection.</span>"
return
else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(loc, 'sound/items/Welder2.ogg', 100, 1)
user << "<span class='notice'>You start slicing the floorweld off the delivery chute.</span>"
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "<span class='notice'>You sliced the floorweld off the delivery chute.</span>"
var/obj/structure/disposalconstruct/C = new (loc)
C.ptype = 8 // 8 = Delivery chute
C.update()
C.anchored = 1
C.density = 1
del(src)
return
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
if(istype(I, /obj/item/weapon/screwdriver))
if(c_mode==0)
c_mode=1
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You remove the screws around the power connection.</span>"
return
else if(c_mode==1)
c_mode=0
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You attach the screws around the power connection.</span>"
return
else if(istype(I,/obj/item/weapon/weldingtool) && c_mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(loc, 'sound/items/Welder2.ogg', 100, 1)
user << "<span class='notice'>You start slicing the floorweld off the delivery chute.</span>"
if(do_after(user,20))
if(!src || !W.isOn()) return
user << "<span class='notice'>You sliced the floorweld off the delivery chute.</span>"
var/obj/structure/disposalconstruct/C = new (loc)
C.ptype = 8 // 8 = Delivery chute
C.update()
C.anchored = 1
C.density = 1
del(src)
return
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
/obj/machinery/disposal/deliveryChute/process()
return PROCESS_KILL