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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-28 23:58:07 +01:00
tgui uplinks; repath uplinks
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@@ -53,7 +53,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
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var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/armour_penetration = 0 //percentage of armour effectiveness to remove
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/obj/item/device/uplink/hidden_uplink = null // All items can have an uplink hidden inside, just remember to code the UI triggers.
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var/strip_delay = 40
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var/put_on_delay = 20
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var/list/materials = list()
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@@ -1,179 +1,103 @@
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//This could either be split into the proper DM files or placed somewhere else all together, but it'll do for now -Nodrak
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/*
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A list of items and costs is stored under the datum of every game mode, alongside the number of crystals, and the welcoming message.
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*/
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var/list/world_uplinks = list()
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/obj/item/device/uplink
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var/welcome = "Syndicate Uplink Console:" // Welcoming menu message
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var/uses = 20 // Numbers of crystals
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// List of items not to shove in their hands.
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var/purchase_log = ""
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var/show_description = null
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var/active = 0
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var/uplink_owner = null//text-only
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/* How to create an uplink in 3 easy steps!
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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2. Code in the triggers. Use check_trigger for this; the var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/obj/item/device/uplink
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name = "syndicate uplink"
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desc = "There is something wrong if you're examining this."
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var/active = 0
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var/uses = 20
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var/used_TC = 0
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var/uplink_owner = null
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var/purchase_log = ""
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var/mode_override = null
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/obj/item/device/uplink/New()
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..()
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world_uplinks+=src
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world_uplinks += src
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/obj/item/device/uplink/Destroy()
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world_uplinks-=src
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world_uplinks -= src
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return ..()
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//Let's build a menu!
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/obj/item/device/uplink/proc/generate_menu()
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/obj/item/device/uplink/attack_self(mob/user)
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trigger(user)
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var/dat = "<B>[src.welcome]</B><BR>"
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dat += "Tele-Crystals left: [src.uses]<BR>"
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dat += "<HR>"
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dat += "<B>Request item:</B><BR>"
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dat += "<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><br><BR>"
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/obj/item/device/uplink/interact(mob/user)
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ui_interact(user)
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/obj/item/device/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
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datum/tgui/master_ui = null, datum/ui_state/state = inventory_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "uplink", name, 400, 200, master_ui, state)
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ui.set_style("syndicate")
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ui.open()
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/obj/item/device/uplink/get_ui_data(mob/user)
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var/list/data = list()
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data["uses"] = uses
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var/list/buyable = list()
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var/list/buyable_items = get_uplink_items(mode_override)
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var/list/category
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for(var/category_name in buyable_items)
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category = list()
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category["name"] = category_name
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var/i
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for(var/datum/uplink_item/item in buyable_items[category_name])
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category["items"] += list(list(
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"name" = item.name,
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"cost" = item.cost,
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"desc" = item.desc,
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"index" = ++i
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))
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buyable[++buyable.len] = category
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data["buyable"] = buyable
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return data
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// Loop through categories
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var/index = 0
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for(var/category in buyable_items)
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index++
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dat += "<b>[category]</b><br>"
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var/i = 0
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// Loop through items in category
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for(var/datum/uplink_item/item in buyable_items[category])
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i++
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var/desc = "[item.desc]"
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var/cost_text = ""
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if(item.cost > 0)
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cost_text = "([item.cost])"
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if(item.cost <= uses)
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dat += "<A href='byond://?src=\ref[src];buy_item=[category]:[i];'>[item.name]</A> [cost_text] "
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else
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dat += "<font color='grey'><i>[item.name] [cost_text] </i></font>"
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if(item.desc)
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if(show_description == item.type)
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dat += "<A href='byond://?src=\ref[src];show_desc=0'><font size=2>\[-\]</font></A><BR><font size=2>[desc]</font>"
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else
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dat += "<A href='byond://?src=\ref[src];show_desc=[item.type]'><font size=2>\[?\]</font></A>"
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dat += "<BR>"
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// Break up the categories, if it isn't the last.
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if(buyable_items.len != index)
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dat += "<br>"
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dat += "<HR>"
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return dat
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// Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
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/obj/item/device/uplink/interact(mob/user as mob)
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var/dat = "<body link='yellow' alink='white' bgcolor='#601414'><font color='white'>"
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dat += src.generate_menu()
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dat += "<A href='byond://?src=\ref[src];lock=1'>Lock</a>"
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dat += "</font></body>"
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user << browse(dat, "window=hidden")
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onclose(user, "hidden")
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return
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/obj/item/device/uplink/Topic(href, href_list)
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..()
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/obj/item/device/uplink/ui_act(action, params)
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if(!active)
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return
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if (href_list["buy_item"])
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var/item = href_list["buy_item"]
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var/list/split = text2list(item, ":") // throw away variable
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if(split.len == 2)
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// Collect category and number
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var/category = split[1]
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var/number = text2num(split[2])
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switch(action)
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if("buy")
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var/category = params["category"]
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var/index = text2num(params["index"])
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var/list/buyable_items = get_uplink_items(mode_override)
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var/list/uplink = buyable_items[category]
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if(uplink && uplink.len >= number)
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var/datum/uplink_item/I = uplink[number]
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if(I)
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I.buy(src, usr)
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var/datum/uplink_item/I = buyable_items[category][index]
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I.buy(src, usr)
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if("lock")
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active = FALSE
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SStgui.close_uis(src)
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return 1
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else if(href_list["show_desc"])
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/obj/item/device/uplink/ui_host()
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return loc
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var/type = text2path(href_list["show_desc"])
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show_description = type
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interact(usr)
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// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
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/* How to create an uplink in 3 easy steps!
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
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The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/obj/item/device/uplink/hidden
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name = "hidden uplink."
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desc = "There is something wrong if you're examining this."
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/obj/item/device/uplink/hidden/Topic(href, href_list)
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if(usr.stat || usr.restrained() || usr.paralysis || usr.stunned || usr.weakened)
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return 0 // To stop people using their uplink when they shouldn't be able to
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..()
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if(href_list["lock"])
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toggle()
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usr << browse(null, "window=hidden")
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return 1
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// Toggles the uplink on and off. Normally this will bypass the item's normal functions and go to the uplink menu, if activated.
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/obj/item/device/uplink/hidden/proc/toggle()
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active = !active
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// Directly trigger the uplink. Turn on if it isn't already.
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/obj/item/device/uplink/hidden/proc/trigger(mob/user)
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// Directly trigger an uplink.
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/obj/item/device/uplink/proc/trigger(mob/user)
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if(!active)
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toggle()
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active = TRUE
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interact(user)
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// Checks to see if the value meets the target. Like a frequency being a traitor_frequency, in order to unlock a headset.
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// If true, it accesses trigger() and returns 1. If it fails, it returns false. Use this to see if you need to close the
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// current item's menu.
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/obj/item/device/uplink/hidden/proc/check_trigger(mob/user, value, target)
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// Helper to try and unlock/use an uplink.
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/obj/item/device/uplink/proc/check_trigger(mob/user, value, target)
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if(value == target)
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trigger(user)
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return 1
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return 0
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// I placed this here because of how relevant it is.
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// You place this in your uplinkable item to check if an uplink is active or not.
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// If it is, it will display the uplink menu and return 1, else it'll return false.
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// If it returns true, I recommend closing the item's normal menu with "user << browse(null, "window=name")"
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/obj/item/proc/active_uplink_check(mob/user as mob)
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// Activates the uplink if it's active
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if(src.hidden_uplink)
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if(src.hidden_uplink.active)
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src.hidden_uplink.trigger(user)
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return 1
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return 0
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//Refund proc for the borg teleporter (later I'll make a general refund proc if there is demand for it)
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// Refund certain items by hitting the uplink with it.
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/obj/item/device/radio/uplink/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W))
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for(var/path in subtypesof(/datum/uplink_item))
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@@ -185,6 +109,15 @@ var/list/world_uplinks = list()
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qdel(W)
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return
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// Helper to open an uplink if present and active.
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/obj/item/proc/active_uplink_check(mob/user as mob)
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// Activates the uplink if it's active
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if(src.hidden_uplink)
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if(src.hidden_uplink.active)
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src.hidden_uplink.trigger(user)
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return 1
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return 0
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// PRESET UPLINKS
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// A collection of preset uplinks.
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//
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@@ -212,4 +145,3 @@ var/list/world_uplinks = list()
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/obj/item/device/radio/headset/uplink/New()
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..()
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hidden_uplink = new(src)
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hidden_uplink.uses = 20
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