/obj/item/device/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" item_state = "assembly" flags = CONDUCT throwforce = 5 w_class = 2 throw_speed = 2 throw_range = 7 var/obj/item/device/assembly/a_left = null var/obj/item/device/assembly/a_right = null /obj/item/device/assembly_holder/IsAssemblyHolder() return 1 /obj/item/device/assembly_holder/proc/assemble(obj/item/device/assembly/A, obj/item/device/assembly/A2, mob/user) attach(A,user) attach(A2,user) name = "[A.name]-[A2.name] assembly" update_icon() feedback_add_details("assembly_made","[A.name]-[A2.name]") /obj/item/device/assembly_holder/proc/attach(obj/item/device/assembly/A, mob/user) if(!A.remove_item_from_storage(src)) if(user) user.remove_from_mob(A) A.loc = src A.holder = src A.toggle_secure() if(!a_left) a_left = A else a_right = A /obj/item/device/assembly_holder/update_icon() cut_overlays() if(a_left) add_overlay("[a_left.icon_state]_left") for(var/O in a_left.attached_overlays) add_overlay("[O]_l") if(a_right) var/list/images = list() images += image(icon, icon_state = "[a_right.icon_state]_left") for(var/O in a_right.attached_overlays) images += image(icon, icon_state = "[O]_l") var/matrix = matrix(-1, 0, 0, 0, 1, 0) for(var/image/I in images) I.transform = matrix add_overlay(I) if(master) master.update_icon() /obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj) if(a_left) a_left.Crossed(AM) if(a_right) a_right.Crossed(AM) /obj/item/device/assembly_holder/on_found(mob/finder) if(a_left) a_left.on_found(finder) if(a_right) a_right.on_found(finder) /obj/item/device/assembly_holder/Move() ..() if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() return /obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() ..() return /obj/item/device/assembly_holder/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/screwdriver)) var/turf/T = get_turf(src) if(!T) return 0 if(a_left) a_left.holder = null a_left.loc = T if(a_right) a_right.holder = null a_right.loc = T qdel(src) else ..() /obj/item/device/assembly_holder/attack_self(mob/user) src.add_fingerprint(user) if(!a_left || !a_right) user << "Assembly part missing!" return if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code switch(alert("Which side would you like to use?",,"Left","Right")) if("Left") a_left.attack_self(user) if("Right") a_right.attack_self(user) return else a_left.attack_self(user) a_right.attack_self(user) /obj/item/device/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1) if(!D) return 0 if((normal) && (a_right) && (a_left)) if(a_right != D) a_right.pulsed(0) if(a_left != D) a_left.pulsed(0) if(master) master.receive_signal() return 1