mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-29 16:18:01 +01:00
Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire. Wires returned from deconstructing return 1 unit of wire. Fixes issue #1001
This commit is contained in:
+41
-10
@@ -339,16 +339,15 @@
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/obj/machinery/dna_scannernew/New()
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..()
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component_parts = newlist(
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/obj/item/weapon/circuitboard/clonescanner,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/manipulator,
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/obj/item/weapon/stock_parts/micro_laser,
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/obj/item/weapon/stock_parts/console_screen,
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/obj/item/weapon/cable_coil,
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/obj/item/weapon/cable_coil
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)
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RefreshParts()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/clonescanner(null)
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component_parts += new /obj/item/weapon/stock_parts/scanning_module(null)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
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component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
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component_parts += new /obj/item/weapon/cable_coil(null, 1)
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component_parts += new /obj/item/weapon/cable_coil(null, 1)
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/obj/machinery/dna_scannernew/proc/toggle_open()
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if(open) return close()
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@@ -378,6 +377,9 @@
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/obj/machinery/dna_scannernew/proc/close()
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if(open)
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if(panel_open)
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usr << "<span class='notice'>Close the maintenance panel first.</span>"
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return 0
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open = 0
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density = 1
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for(var/mob/living/carbon/C in loc)
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@@ -409,6 +411,9 @@
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/obj/machinery/dna_scannernew/proc/open()
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if(!open)
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if(panel_open)
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usr << "<span class='notice'>Close the maintenance panel first.</span>"
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return
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if(locked)
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usr << "<span class='notice'>The bolts are locked down, securing the door shut.</span>"
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return
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@@ -432,6 +437,31 @@
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return
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/obj/machinery/dna_scannernew/attackby(obj/item/weapon/grab/G, mob/user)
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if(istype(G, /obj/item/weapon/screwdriver))
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if(occupant)
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user << "<span class='notice'>The maintenance panel is locked.</span>"
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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panel_open = !panel_open
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if(panel_open)
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icon_state = "[icon_state]_maintenance"
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user << "You open the maintenance panel of [src]."
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else
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if(open)
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icon_state = "[initial(icon_state)]_open"
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else
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icon_state = "[initial(icon_state)]"
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user << "You close the maintenance panel of [src]."
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return
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if(istype(G, /obj/item/weapon/crowbar))
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if(panel_open)
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for(var/obj/I in contents) // in case there is something in the scanner
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I.loc = src.loc
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default_deconstruction_crowbar()
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return
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if(!istype(G, /obj/item/weapon/grab) || !ismob(G.affecting))
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return
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if(!open)
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@@ -482,6 +512,7 @@
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del(src)
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//DNA COMPUTER
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/obj/machinery/computer/scan_consolenew
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name = "\improper DNA scanner access console"
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desc = "Scan DNA."
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@@ -176,21 +176,13 @@ var/global/list/autolathe_recipes_hidden = list( \
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return 1
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if (opened)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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if(m_amount >= 3750)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(m_amount / 3750)
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if(g_amount >= 3750)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
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G.amount = round(g_amount / 3750)
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del(src)
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default_deconstruction_crowbar()
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return 1
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else
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user.set_machine(src)
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@@ -14,7 +14,6 @@
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var/c_tag_order = 999
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var/status = 1.0
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anchored = 1.0
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var/panel_open = 0 // 0 = Closed / 1 = Open
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var/invuln = null
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var/obj/item/device/camera_bug/bug = null
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var/obj/item/weapon/camera_assembly/assembly = null
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@@ -19,6 +19,19 @@
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var/attempting = 0 //One clone attempt at a time thanks
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var/eject_wait = 0 //Don't eject them as soon as they are created fuckkk
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/obj/machinery/clonepod/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/clonepod(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/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/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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//The return of data disks?? Just for transferring between genetics machine/cloning machine.
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//TO-DO: Make the genetics machine accept them.
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/obj/item/weapon/disk/data
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@@ -98,6 +111,8 @@
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//Start growing a human clone in the pod!
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/obj/machinery/clonepod/proc/growclone(var/ckey, var/clonename, var/ui, var/se, var/mindref, var/mrace)
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if(panel_open)
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return 0
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if(mess || attempting)
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return 0
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var/datum/mind/clonemind = locate(mindref)
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@@ -217,7 +232,7 @@
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src.occupant = null
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if (src.locked)
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src.locked = 0
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if (!src.mess)
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if (!src.mess && !panel_open)
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icon_state = "pod_0"
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use_power(200)
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return
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@@ -226,6 +241,19 @@
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//Let's unlock this early I guess. Might be too early, needs tweaking.
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/obj/machinery/clonepod/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/screwdriver))
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if(occupant || mess || locked)
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user << "<span class='notice'>The maintenance panel is locked.</span>"
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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default_deconstruction_screwdriver(user, "[icon_state]_maintenance", "[initial(icon_state)]")
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return
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if(istype(W, /obj/item/weapon/crowbar))
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if(panel_open)
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default_deconstruction_crowbar()
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return
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if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (!src.check_access(W))
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user << "\red Access Denied."
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@@ -125,9 +125,9 @@
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del(O)
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new_machine.component_parts = list()
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for(var/obj/O in src)
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O.loc = new_machine
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O.loc = null
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new_machine.component_parts += O
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circuit.loc = new_machine
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circuit.loc = null
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new_machine.RefreshParts()
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del(src)
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@@ -137,8 +137,10 @@
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if(istype(P, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/CP = P
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if(CP.amount > 1)
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var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src)
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CC.amount = 1
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var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src, 1)
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CP.amount--
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if(!CP.amount) del(CP)
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else CP.update_icon()
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components += CC
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req_components[I]--
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update_req_desc()
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@@ -108,6 +108,7 @@ Class Procs:
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var/uid
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var/manual = 0
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var/global/gl_uid = 1
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var/panel_open = 0
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/obj/machinery/New()
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..()
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@@ -238,3 +239,23 @@ Class Procs:
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uid = gl_uid
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gl_uid++
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/obj/machinery/proc/default_deconstruction_crowbar()
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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del(src)
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/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/icon_state_open, var/icon_state_closed)
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if (!panel_open)
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panel_open = 1
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icon_state = icon_state_open
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user << "You open the maintenance hatch of [src]."
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else
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panel_open = 0
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icon_state = icon_state_closed
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user << "You close the maintenance hatch of [src]."
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@@ -68,9 +68,12 @@
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user << "You finish prying out the components."
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// Drop all the component stuff
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if(contents.len > 0)
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for(var/obj/x in src)
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x.loc = user.loc
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if(component_parts)
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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else
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// If the machine wasn't made during runtime, probably doesn't have components:
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@@ -81,13 +84,14 @@
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for(var/i = 1, i <= C.req_components[I], i++)
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newpath = text2path(I)
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var/obj/item/s = new newpath
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s.loc = user.loc
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if(istype(P, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/A = P
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s.loc = src.loc
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if(istype(s, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/A = s
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A.amount = 1
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A.update_icon()
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// Drop a circuit board too
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C.loc = user.loc
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C.loc = src.loc
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// Create a machine frame and delete the current machine
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var/obj/machinery/constructable_frame/machine_frame/F = new
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@@ -40,7 +40,6 @@
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var/shoot_inventory = 0 //Fire items at customers! We're broken!
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var/shut_up = 0 //Stop spouting those godawful pitches!
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var/extended_inventory = 0 //can we access the hidden inventory?
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var/panel_open = 0 //Hacking that vending machine. Gonna get a free candy bar.
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var/scan_id = 1
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var/obj/item/weapon/coin/coin
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var/datum/wires/vending/wires = null
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@@ -34,7 +34,6 @@
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var/list/queue = list()
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var/processing_queue = 0
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var/screen = "main"
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var/opened = 0
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var/temp
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var/list/part_sets = list( //set names must be unique
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"Cyborg"=list(
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@@ -701,25 +700,11 @@
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/obj/machinery/mecha_part_fabricator/attackby(obj/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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icon_state = "fab-o"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "fab-idle"
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user << "You close the maintenance hatch of [src]."
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default_deconstruction_screwdriver(user, "fab-o", "fab-idle")
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return
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if (opened)
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if (panel_open)
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if(istype(W, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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if(src.resources["metal"] >= 3750)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(src.resources["metal"] / G.perunit)
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@@ -744,7 +729,7 @@
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if(src.resources["bananium"] >= 2000)
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var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
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G.amount = round(src.resources["bananium"] / G.perunit)
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del(src)
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default_deconstruction_crowbar()
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return 1
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else
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user << "\red You can't load the [src.name] while it's opened."
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@@ -53,7 +53,6 @@ display round(lastgen) and plasmatank amount
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var/active = 0
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var/power_gen = 5000
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var/open = 0
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var/recent_fault = 0
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var/power_output = 1
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@@ -115,8 +114,8 @@ display round(lastgen) and plasmatank amount
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component_parts = list()
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new board_path(src)
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var/obj/sheet = new sheet_path(null)
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@@ -231,21 +230,14 @@ display round(lastgen) and plasmatank amount
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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else if(istype(O, /obj/item/weapon/screwdriver))
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open = !open
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panel_open = !panel_open
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(open)
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if(panel_open)
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user << "\blue You open the access panel."
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else
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user << "\blue You close the access panel."
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else if(istype(O, /obj/item/weapon/crowbar) && !open)
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var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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for(var/obj/item/I in component_parts)
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if(I.reliability < 100)
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I.crit_fail = 1
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I.loc = src.loc
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new_frame.state = 2
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new_frame.icon_state = "box_1"
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del(src)
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else if(istype(O, /obj/item/weapon/crowbar) && !panel_open)
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default_deconstruction_crowbar()
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/obj/machinery/power/port_gen/pacman/attack_hand(mob/user as mob)
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..()
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@@ -52,19 +52,12 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
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if (shocked)
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shock(user,50)
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if (istype(O, /obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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if(linked_console)
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linked_console.linked_imprinter = null
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linked_console = null
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icon_state = "circuit_imprinter_t"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "circuit_imprinter"
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user << "You close the maintenance hatch of [src]."
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if(linked_console)
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linked_console.linked_imprinter = null
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linked_console = null
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default_deconstruction_screwdriver(user, "circuit_imprinter_t", "circuit_imprinter")
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return
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if (opened)
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if (panel_open)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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@@ -44,27 +44,14 @@ Note: Must be placed within 3 tiles of the R&D Console
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if (shocked)
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shock(user,50)
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if (istype(O, /obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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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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icon_state = "d_analyzer_t"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "d_analyzer"
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user << "You close the maintenance hatch of [src]."
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if(linked_console)
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linked_console.linked_destroy = null
|
||||
linked_console = null
|
||||
default_deconstruction_screwdriver(user, "d_analyzer_t", "d_analyzer")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
else
|
||||
user << "\red You can't load the [src.name] while it's opened."
|
||||
|
||||
@@ -57,30 +57,13 @@ Note: Must be placed west/left of and R&D console to function.
|
||||
if (O.is_open_container())
|
||||
return 1
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
if(linked_console)
|
||||
linked_console.linked_lathe = null
|
||||
linked_console = null
|
||||
icon_state = "protolathe_t"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "protolathe"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
if(linked_console)
|
||||
linked_console.linked_lathe = null
|
||||
linked_console = null
|
||||
default_deconstruction_screwdriver(user, "protolathe_t", "protolathe")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
|
||||
reagents.trans_to(I, reagents.total_volume)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
if(m_amount >= 3750)
|
||||
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
|
||||
G.amount = round(m_amount / G.perunit)
|
||||
@@ -108,7 +91,7 @@ Note: Must be placed west/left of and R&D console to function.
|
||||
if(adamantine_amount >= 2000)
|
||||
var/obj/item/stack/sheet/mineral/adamantine/G = new /obj/item/stack/sheet/mineral/adamantine(src.loc)
|
||||
G.amount = round(adamantine_amount / G.perunit)
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
else
|
||||
user << "\red You can't load the [src.name] while it's opened."
|
||||
|
||||
@@ -99,7 +99,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
|
||||
|
||||
/obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).
|
||||
for(var/obj/machinery/r_n_d/D in oview(3,src))
|
||||
if(D.linked_console != null || D.disabled || D.opened)
|
||||
if(D.linked_console != null || D.disabled || D.panel_open)
|
||||
continue
|
||||
if(istype(D, /obj/machinery/r_n_d/destructive_analyzer))
|
||||
if(linked_destroy == null)
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
var/hack_wire
|
||||
var/disable_wire
|
||||
var/shock_wire
|
||||
var/opened = 0
|
||||
var/obj/machinery/computer/rdconsole/linked_console
|
||||
|
||||
/obj/machinery/r_n_d/New()
|
||||
@@ -53,7 +52,7 @@
|
||||
/obj/machinery/r_n_d/attack_hand(mob/user as mob)
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if(opened)
|
||||
if(panel_open)
|
||||
var/dat as text
|
||||
dat += "[src.name] Wires:<BR>"
|
||||
for(var/wire in src.wires)
|
||||
|
||||
@@ -19,8 +19,8 @@
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/rdserver(src)
|
||||
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
RefreshParts()
|
||||
src.initialize(); //Agouri
|
||||
|
||||
@@ -131,27 +131,12 @@
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
icon_state = "server_o"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "server"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
default_deconstruction_screwdriver(user, "server_o", "server")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
griefProtection()
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
|
||||
/obj/machinery/r_n_d/server/attack_hand(mob/user as mob) // I guess only exists to stop ninjas or hell does it even work I dunno. See also ninja gloves.
|
||||
|
||||
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Reference in New Issue
Block a user