#define GLOW_MODE 3 #define LIGHT_MODE 2 #define REMOVE_MODE 1 /* CONTAINS: RCD ARCD RLD */ /obj/item/construction name = "not for ingame use" desc = "A device used to rapidly build and deconstruct. Reload with iron, plasteel, glass or compressed matter cartridges." opacity = FALSE density = FALSE anchored = FALSE flags_1 = CONDUCT_1 item_flags = NOBLUDGEON force = 0 throwforce = 10 throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=100000) req_access_txt = "11" armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF var/datum/effect_system/spark_spread/spark_system var/matter = 0 var/max_matter = 100 var/no_ammo_message = "The \'Low Ammo\' light on the device blinks yellow." var/has_ammobar = FALSE //controls whether or not does update_icon apply ammo indicator overlays var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states /// Bitflags for upgrades var/upgrade = NONE /// Bitflags for banned upgrades var/banned_upgrades = NONE var/datum/component/remote_materials/silo_mats //remote connection to the silo var/silo_link = FALSE //switch to use internal or remote storage /obj/item/construction/Initialize(mapload) . = ..() spark_system = new /datum/effect_system/spark_spread spark_system.set_up(5, 0, src) spark_system.attach(src) if(upgrade & RCD_UPGRADE_SILO_LINK) silo_mats = AddComponent(/datum/component/remote_materials, "RCD", mapload, FALSE) /obj/item/construction/examine(mob/user) . = ..() . += "It currently holds [matter]/[max_matter] matter-units." if(upgrade & RCD_UPGRADE_SILO_LINK) . += "Remote storage link state: [silo_link ? "[silo_mats.on_hold() ? "ON HOLD" : "ON"]" : "OFF"]." if(silo_link && silo_mats.mat_container && !silo_mats.on_hold()) . += "Remote connection has iron in equivalent to [silo_mats.mat_container.get_material_amount(/datum/material/iron)/500] RCD unit\s." //1 matter for 1 floor tile, as 4 tiles are produced from 1 iron /obj/item/construction/Destroy() QDEL_NULL(spark_system) silo_mats = null return ..() /obj/item/construction/pre_attack(atom/target, mob/user, params) if(istype(target, /obj/item/rcd_upgrade)) install_upgrade(target, user) return TRUE if(insert_matter(target, user)) return TRUE return ..() /obj/item/construction/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/rcd_upgrade)) install_upgrade(W, user) return TRUE if(insert_matter(W, user)) return TRUE return ..() /// Installs an upgrade into the RCD checking if it is already installed, or if it is a banned upgrade /obj/item/construction/proc/install_upgrade(obj/item/rcd_upgrade/rcd_up, mob/user) if(rcd_up.upgrade & upgrade) to_chat(user, span_warning("[src] has already installed this upgrade!")) return if(rcd_up.upgrade & banned_upgrades) to_chat(user, span_warning("[src] can't install this upgrade!")) return upgrade |= rcd_up.upgrade if((rcd_up.upgrade & RCD_UPGRADE_SILO_LINK) && !silo_mats) silo_mats = AddComponent(/datum/component/remote_materials, "RCD", FALSE, FALSE) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) qdel(rcd_up) /// Inserts matter into the RCD allowing it to build /obj/item/construction/proc/insert_matter(obj/O, mob/user) if(iscyborg(user)) return FALSE var/loaded = FALSE if(istype(O, /obj/item/rcd_ammo)) var/obj/item/rcd_ammo/R = O var/load = min(R.ammoamt, max_matter - matter) if(load <= 0) to_chat(user, span_warning("[src] can't hold any more matter-units!")) return FALSE R.ammoamt -= load if(R.ammoamt <= 0) qdel(R) matter += load playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) loaded = TRUE else if(istype(O, /obj/item/stack)) loaded = loadwithsheets(O, user) if(loaded) to_chat(user, span_notice("[src] now holds [matter]/[max_matter] matter-units.")) update_appearance() //ensures that ammo counters (if present) get updated return loaded /obj/item/construction/proc/loadwithsheets(obj/item/stack/S, mob/user) var/value = S.matter_amount if(value <= 0) to_chat(user, span_notice("You can't insert [S.name] into [src]!")) return FALSE var/maxsheets = round((max_matter-matter)/value) //calculate the max number of sheets that will fit in RCD if(maxsheets > 0) var/amount_to_use = min(S.amount, maxsheets) S.use(amount_to_use) matter += value*amount_to_use playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) to_chat(user, span_notice("You insert [amount_to_use] [S.name] sheets into [src]. ")) return TRUE to_chat(user, span_warning("You can't insert any more [S.name] sheets into [src]!")) return FALSE /obj/item/construction/proc/activate() playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE) /obj/item/construction/attack_self(mob/user) playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE) if(prob(20)) spark_system.start() /obj/item/construction/proc/useResource(amount, mob/user) if(!silo_mats || !silo_link) if(matter < amount) if(user) to_chat(user, no_ammo_message) return FALSE matter -= amount update_appearance() return TRUE else if(silo_mats.on_hold()) if(user) to_chat(user, span_alert("Mineral access is on hold, please contact the quartermaster.")) return FALSE if(!silo_mats.mat_container) to_chat(user, span_alert("No silo link detected. Connect to silo via multitool.")) return FALSE if(!silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount)) if(user) to_chat(user, no_ammo_message) return FALSE var/list/materials = list() materials[GET_MATERIAL_REF(/datum/material/iron)] = 500 silo_mats.mat_container.use_materials(materials, amount) silo_mats.silo_log(src, "consume", -amount, "build", materials) return TRUE /obj/item/construction/proc/checkResource(amount, mob/user) if(!silo_mats || !silo_mats.mat_container) if(silo_link) to_chat(user, span_alert("Connected silo link is invalid. Reconnect to silo via multitool.")) return FALSE else . = matter >= amount else if(silo_mats.on_hold()) if(user) to_chat(user, span_alert("Mineral access is on hold, please contact the quartermaster.")) return FALSE . = silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount) if(!. && user) to_chat(user, no_ammo_message) if(has_ammobar) flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light return . /obj/item/construction/proc/range_check(atom/A, mob/user) if(A.z != user.z) return if(!(A in view(7, get_turf(user)))) to_chat(user, span_warning("The \'Out of Range\' light on [src] blinks red.")) return FALSE else return TRUE /obj/item/construction/proc/prox_check(proximity) if(proximity) return TRUE else return FALSE /** * Checks if we are allowed to interact with a radial menu * * Arguments: * * user The living mob interacting with the menu * * remote_anchor The remote anchor for the menu */ /obj/item/construction/proc/check_menu(mob/living/user, remote_anchor) if(!istype(user)) return FALSE if(user.incapacitated()) return FALSE if(remote_anchor && user.remote_control != remote_anchor) return FALSE return TRUE #define RCD_DESTRUCTIVE_SCAN_RANGE 10 #define RCD_HOLOGRAM_FADE_TIME (15 SECONDS) #define RCD_DESTRUCTIVE_SCAN_COOLDOWN (RCD_HOLOGRAM_FADE_TIME + 1 SECONDS) /obj/item/construction/rcd name = "rapid-construction-device (RCD)" icon = 'icons/obj/tools.dmi' icon_state = "rcd" worn_icon_state = "RCD" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_premium_price = PAYCHECK_HARD * 10 max_matter = 160 slot_flags = ITEM_SLOT_BELT item_flags = NO_MAT_REDEMPTION | NOBLUDGEON has_ammobar = TRUE actions_types = list(/datum/action/item_action/rcd_scan) var/mode = RCD_FLOORWALL var/construction_mode = RCD_FLOORWALL var/ranged = FALSE var/computer_dir = 1 var/airlock_type = /obj/machinery/door/airlock var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use var/window_type = /obj/structure/window/fulltile var/window_glass = RCD_WINDOW_NORMAL var/window_size = RCD_WINDOW_FULLTILE var/furnish_type = /obj/structure/chair var/furnish_cost = 8 var/furnish_delay = 10 var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available var/delay_mod = 1 var/canRturf = FALSE //Variable for R walls to deconstruct them /// Integrated airlock electronics for setting access to a newly built airlocks var/obj/item/electronics/airlock/airlock_electronics COOLDOWN_DECLARE(destructive_scan_cooldown) GLOBAL_VAR_INIT(icon_holographic_wall, init_holographic_wall()) GLOBAL_VAR_INIT(icon_holographic_window, init_holographic_window()) // `initial` does not work here. Neither does instantiating a wall/whatever // and referencing that. I don't know why. /proc/init_holographic_wall() return getHologramIcon( icon('icons/turf/walls/wall.dmi', "wall-0"), opacity = 1, ) /proc/init_holographic_window() var/icon/grille_icon = icon('icons/obj/structures.dmi', "grille") var/icon/window_icon = icon('icons/obj/smooth_structures/window.dmi', "window-0") grille_icon.Blend(window_icon, ICON_OVERLAY) return getHologramIcon(grille_icon) /obj/item/construction/rcd/Initialize(mapload) . = ..() AddElement(/datum/element/openspace_item_click_handler) /obj/item/construction/rcd/handle_openspace_click(turf/target, mob/user, proximity_flag, click_parameters) if(proximity_flag) mode = construction_mode rcd_create(target, user) /obj/item/construction/rcd/ui_action_click(mob/user, actiontype) if (!COOLDOWN_FINISHED(src, destructive_scan_cooldown)) to_chat(user, span_warning("[src] lets out a low buzz.")) return COOLDOWN_START(src, destructive_scan_cooldown, RCD_DESTRUCTIVE_SCAN_COOLDOWN) playsound(src, 'sound/items/rcdscan.ogg', 50, vary = TRUE, pressure_affected = FALSE) var/turf/source_turf = get_turf(src) for (var/turf/open/surrounding_turf in RANGE_TURFS(RCD_DESTRUCTIVE_SCAN_RANGE, source_turf)) var/rcd_memory = surrounding_turf.rcd_memory if (!rcd_memory) continue var/skip_to_next_turf = FALSE for (var/atom/content_of_turf as anything in surrounding_turf.contents) if (content_of_turf.density) skip_to_next_turf = TRUE break if (skip_to_next_turf) continue var/hologram_icon switch (rcd_memory) if (RCD_MEMORY_WALL) hologram_icon = GLOB.icon_holographic_wall if (RCD_MEMORY_WINDOWGRILLE) hologram_icon = GLOB.icon_holographic_window var/obj/effect/rcd_hologram/hologram = new (surrounding_turf) hologram.icon = hologram_icon animate(hologram, alpha = 0, time = RCD_HOLOGRAM_FADE_TIME, easing = CIRCULAR_EASING | EASE_IN) /obj/effect/rcd_hologram name = "hologram" mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/rcd_hologram/Initialize(mapload) . = ..() QDEL_IN(src, RCD_HOLOGRAM_FADE_TIME) #undef RCD_DESTRUCTIVE_SCAN_COOLDOWN #undef RCD_DESTRUCTIVE_SCAN_RANGE #undef RCD_HOLOGRAM_FADE_TIME /obj/item/construction/rcd/suicide_act(mob/living/user) var/turf/T = get_turf(user) if(!isopenturf(T)) // Oh fuck user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return BRUTELOSS mode = RCD_FLOORWALL user.visible_message(span_suicide("[user] sets the RCD to 'Wall' and points it down [user.p_their()] throat! It looks like [user.p_theyre()] trying to commit suicide!")) if(checkResource(16, user)) // It takes 16 resources to construct a wall var/success = T.rcd_act(user, src, RCD_FLOORWALL) T = get_turf(user) // If the RCD placed a floor instead of a wall, having a wall without plating under it is cursed // There isn't an easy programmatical way to check if rcd_act will place a floor or a wall, so just repeat using it for free if(success && isopenturf(T)) T.rcd_act(user, src, RCD_FLOORWALL) useResource(16, user) activate() playsound(src.loc, 'sound/machines/click.ogg', 50, 1) user.gib() return MANUAL_SUICIDE user.visible_message(span_suicide("[user] pulls the trigger... But there is not enough ammo!")) return SHAME /obj/item/construction/rcd/verb/toggle_window_glass_verb() set name = "RCD : Toggle Window Glass" set category = "Object" set src in view(1) if(!usr.canUseTopic(src, BE_CLOSE)) return toggle_window_glass(usr) /obj/item/construction/rcd/verb/toggle_window_size_verb() set name = "RCD : Toggle Window Size" set category = "Object" set src in view(1) if(!usr.canUseTopic(src, BE_CLOSE)) return toggle_window_size(usr) /// Toggles the usage of reinforced or normal glass /obj/item/construction/rcd/proc/toggle_window_glass(mob/user) if (window_glass != RCD_WINDOW_REINFORCED) set_window_type(user, RCD_WINDOW_REINFORCED, window_size) return set_window_type(user, RCD_WINDOW_NORMAL, window_size) /// Toggles the usage of directional or full tile windows /obj/item/construction/rcd/proc/toggle_window_size(mob/user) if (window_size != RCD_WINDOW_DIRECTIONAL) set_window_type(user, window_glass, RCD_WINDOW_DIRECTIONAL) return set_window_type(user, window_glass, RCD_WINDOW_FULLTILE) /// Sets the window type to be created based on parameters /obj/item/construction/rcd/proc/set_window_type(mob/user, glass, size) window_glass = glass window_size = size if(window_glass == RCD_WINDOW_REINFORCED) if(window_size == RCD_WINDOW_DIRECTIONAL) window_type = /obj/structure/window/reinforced else window_type = /obj/structure/window/reinforced/fulltile else if(window_size == RCD_WINDOW_DIRECTIONAL) window_type = /obj/structure/window else window_type = /obj/structure/window/fulltile to_chat(user, span_notice("You change \the [src]'s window mode to [window_size] [window_glass] window.")) /obj/item/construction/rcd/proc/toggle_silo_link(mob/user) if(silo_mats) if(!silo_mats.mat_container && !silo_link) // Allow them to turn off an invalid link to_chat(user, span_alert("No silo link detected. Connect to silo via multitool.")) return FALSE silo_link = !silo_link to_chat(user, span_notice("You change \the [src]'s storage link state: [silo_link ? "ON" : "OFF"].")) else to_chat(user, span_warning("\the [src] doesn't have remote storage connection.")) /obj/item/construction/rcd/proc/get_airlock_image(airlock_type) var/obj/machinery/door/airlock/proto = airlock_type var/ic = initial(proto.icon) var/mutable_appearance/MA = mutable_appearance(ic, "closed") if(!initial(proto.glass)) MA.overlays += "fill_closed" //Not scaling these down to button size because they look horrible then, instead just bumping up radius. return MA /obj/item/construction/rcd/proc/change_computer_dir(mob/user) if(!user) return var/list/computer_dirs = list( "NORTH" = image(icon = 'icons/hud/radial.dmi', icon_state = "cnorth"), "EAST" = image(icon = 'icons/hud/radial.dmi', icon_state = "ceast"), "SOUTH" = image(icon = 'icons/hud/radial.dmi', icon_state = "csouth"), "WEST" = image(icon = 'icons/hud/radial.dmi', icon_state = "cwest") ) var/computerdirs = show_radial_menu(user, src, computer_dirs, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE) if(!check_menu(user)) return switch(computerdirs) if("NORTH") computer_dir = 1 if("EAST") computer_dir = 4 if("SOUTH") computer_dir = 2 if("WEST") computer_dir = 8 /** * Customizes RCD's airlock settings based on user's choices * * Arguments: * * user The mob that is choosing airlock settings * * remote_anchor The remote anchor for radial menus. If set, it will also remove proximity restrictions from the menus */ /obj/item/construction/rcd/proc/change_airlock_setting(mob/user, remote_anchor) if(!user) return var/list/solid_or_glass_choices = list( "Solid" = get_airlock_image(/obj/machinery/door/airlock), "Glass" = get_airlock_image(/obj/machinery/door/airlock/glass), "Windoor" = image(icon = 'icons/hud/radial.dmi', icon_state = "windoor"), "Secure Windoor" = image(icon = 'icons/hud/radial.dmi', icon_state = "secure_windoor") ) var/list/solid_choices = list( "Standard" = get_airlock_image(/obj/machinery/door/airlock), "Public" = get_airlock_image(/obj/machinery/door/airlock/public), "Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering), "Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos), "Security" = get_airlock_image(/obj/machinery/door/airlock/security), "Command" = get_airlock_image(/obj/machinery/door/airlock/command), "Medical" = get_airlock_image(/obj/machinery/door/airlock/medical), "Research" = get_airlock_image(/obj/machinery/door/airlock/research), "Freezer" = get_airlock_image(/obj/machinery/door/airlock/freezer), "Virology" = get_airlock_image(/obj/machinery/door/airlock/virology), "Mining" = get_airlock_image(/obj/machinery/door/airlock/mining), "Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance), "External" = get_airlock_image(/obj/machinery/door/airlock/external), "External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external), "Airtight Hatch" = get_airlock_image(/obj/machinery/door/airlock/hatch), //SKYRAT EDIT BEGIN// "Maintenance Hatch" = get_airlock_image(/obj/machinery/door/airlock/maintenance_hatch), "Corporate" = get_airlock_image(/obj/machinery/door/airlock/corporate), "Service" = get_airlock_image(/obj/machinery/door/airlock/service), "Bathroom" = get_airlock_image(/obj/machinery/door/airlock/bathroom), "Psychologist" = get_airlock_image(/obj/machinery/door/airlock/psych), "Asylum" = get_airlock_image(/obj/machinery/door/airlock/asylum), "Captain" = get_airlock_image(/obj/machinery/door/airlock/captain), "Head of Personnel" = get_airlock_image(/obj/machinery/door/airlock/hop), "Head of Security" = get_airlock_image(/obj/machinery/door/airlock/hos), "Chief Medical Officer" = get_airlock_image(/obj/machinery/door/airlock/cmo), "Chief Engineer" = get_airlock_image(/obj/machinery/door/airlock/ce), "Research Director" = get_airlock_image(/obj/machinery/door/airlock/rd), "Quartermaster" = get_airlock_image(/obj/machinery/door/airlock/qm) //SKYRAT EDIT END// ) var/list/glass_choices = list( "Standard" = get_airlock_image(/obj/machinery/door/airlock/glass), "Public" = get_airlock_image(/obj/machinery/door/airlock/public/glass), "Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering/glass), "Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos/glass), "Security" = get_airlock_image(/obj/machinery/door/airlock/security/glass), "Command" = get_airlock_image(/obj/machinery/door/airlock/command/glass), "Medical" = get_airlock_image(/obj/machinery/door/airlock/medical/glass), "Research" = get_airlock_image(/obj/machinery/door/airlock/research/glass), "Virology" = get_airlock_image(/obj/machinery/door/airlock/virology/glass), "Mining" = get_airlock_image(/obj/machinery/door/airlock/mining/glass), "Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/glass), "External" = get_airlock_image(/obj/machinery/door/airlock/external/glass), //SKYRAT EDIT BEGIN// "External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external/glass), "Corporate" = get_airlock_image(/obj/machinery/door/airlock/corporate/glass), "Service" = get_airlock_image(/obj/machinery/door/airlock/service/glass), "Head of Security" = get_airlock_image(/obj/machinery/door/airlock/hos/glass), "Chief Medical Officer" = get_airlock_image(/obj/machinery/door/airlock/cmo/glass), "Chief Engineer" = get_airlock_image(/obj/machinery/door/airlock/ce/glass), "Research Director" = get_airlock_image(/obj/machinery/door/airlock/rd/glass), "Quartermaster" = get_airlock_image(/obj/machinery/door/airlock/qm/glass) //SKYRAT EDIT END// ) var/airlockcat = show_radial_menu(user, remote_anchor || src, solid_or_glass_choices, custom_check = CALLBACK(src, .proc/check_menu, user, remote_anchor), require_near = remote_anchor ? FALSE : TRUE, tooltips = TRUE) switch(airlockcat) if("Solid") if(advanced_airlock_setting == 1) var/airlockpaint = show_radial_menu(user, remote_anchor || src, solid_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user, remote_anchor), require_near = remote_anchor ? FALSE : TRUE, tooltips = TRUE) switch(airlockpaint) if("Standard") airlock_type = /obj/machinery/door/airlock if("Public") airlock_type = /obj/machinery/door/airlock/public if("Engineering") airlock_type = /obj/machinery/door/airlock/engineering if("Atmospherics") airlock_type = /obj/machinery/door/airlock/atmos if("Security") airlock_type = /obj/machinery/door/airlock/security if("Command") airlock_type = /obj/machinery/door/airlock/command if("Medical") airlock_type = /obj/machinery/door/airlock/medical if("Research") airlock_type = /obj/machinery/door/airlock/research if("Freezer") airlock_type = /obj/machinery/door/airlock/freezer if("Virology") airlock_type = /obj/machinery/door/airlock/virology if("Mining") airlock_type = /obj/machinery/door/airlock/mining if("Maintenance") airlock_type = /obj/machinery/door/airlock/maintenance if("External") airlock_type = /obj/machinery/door/airlock/external if("External Maintenance") airlock_type = /obj/machinery/door/airlock/maintenance/external if("Airtight Hatch") airlock_type = /obj/machinery/door/airlock/hatch if("Maintenance Hatch") airlock_type = /obj/machinery/door/airlock/maintenance_hatch //SKYRAT EDIT BEGIN// if("Corporate") airlock_type = /obj/machinery/door/airlock/corporate if("Service") airlock_type = /obj/machinery/door/airlock/service if("Bathroom") airlock_type = /obj/machinery/door/airlock/bathroom if("Psychologist") airlock_type = /obj/machinery/door/airlock/psych if("Asylum") airlock_type = /obj/machinery/door/airlock/asylum if("Captain") airlock_type = /obj/machinery/door/airlock/captain if("Head of Personnel") airlock_type = /obj/machinery/door/airlock/hop if("Head of Security") airlock_type = /obj/machinery/door/airlock/hos if("Chief Medical Officer") airlock_type = /obj/machinery/door/airlock/cmo if("Chief Engineer") airlock_type = /obj/machinery/door/airlock/ce if("Research Director") airlock_type = /obj/machinery/door/airlock/rd if("Quartermaster") airlock_type = /obj/machinery/door/airlock/qm //SKYRAT EDIT END// airlock_glass = FALSE else airlock_type = /obj/machinery/door/airlock airlock_glass = FALSE if("Glass") if(advanced_airlock_setting == 1) var/airlockpaint = show_radial_menu(user, remote_anchor || src, glass_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user, remote_anchor), require_near = remote_anchor ? FALSE : TRUE, tooltips = TRUE) switch(airlockpaint) if("Standard") airlock_type = /obj/machinery/door/airlock/glass if("Public") airlock_type = /obj/machinery/door/airlock/public/glass if("Engineering") airlock_type = /obj/machinery/door/airlock/engineering/glass if("Atmospherics") airlock_type = /obj/machinery/door/airlock/atmos/glass if("Security") airlock_type = /obj/machinery/door/airlock/security/glass if("Command") airlock_type = /obj/machinery/door/airlock/command/glass if("Medical") airlock_type = /obj/machinery/door/airlock/medical/glass if("Research") airlock_type = /obj/machinery/door/airlock/research/glass if("Virology") airlock_type = /obj/machinery/door/airlock/virology/glass if("Mining") airlock_type = /obj/machinery/door/airlock/mining/glass if("Maintenance") airlock_type = /obj/machinery/door/airlock/maintenance/glass if("External") airlock_type = /obj/machinery/door/airlock/external/glass if("External Maintenance") airlock_type = /obj/machinery/door/airlock/maintenance/external/glass //SKYRAT EDIT BEGIN// if("Corporate") airlock_type = /obj/machinery/door/airlock/corporate/glass if("Service") airlock_type = /obj/machinery/door/airlock/service/glass if("Head of Security") airlock_type = /obj/machinery/door/airlock/hos/glass if("Chief Medical Officer") airlock_type = /obj/machinery/door/airlock/cmo/glass if("Chief Engineer") airlock_type = /obj/machinery/door/airlock/ce/glass if("Research Director") airlock_type = /obj/machinery/door/airlock/rd/glass if("Quartermaster") airlock_type = /obj/machinery/door/airlock/qm/glass //SKYRAT EDIT END// airlock_glass = TRUE else airlock_type = /obj/machinery/door/airlock/glass airlock_glass = TRUE if("Windoor") airlock_type = /obj/machinery/door/window airlock_glass = TRUE if("Secure Windoor") airlock_type = /obj/machinery/door/window/brigdoor airlock_glass = TRUE else airlock_type = /obj/machinery/door/airlock airlock_glass = FALSE /// Radial menu for choosing the object you want to be created with the furnishing mode /obj/item/construction/rcd/proc/change_furnishing_type(mob/user) if(!user) return var/static/list/choices = list( "Chair" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair"), "Stool" = image(icon = 'icons/hud/radial.dmi', icon_state = "stool"), "Table" = image(icon = 'icons/hud/radial.dmi', icon_state = "table"), "Glass Table" = image(icon = 'icons/hud/radial.dmi', icon_state = "glass_table") ) var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE) if(!check_menu(user)) return switch(choice) if("Chair") furnish_type = /obj/structure/chair furnish_cost = 8 furnish_delay = 10 if("Stool") furnish_type = /obj/structure/chair/stool furnish_cost = 8 furnish_delay = 10 if("Table") furnish_type = /obj/structure/table furnish_cost = 16 furnish_delay = 20 if("Glass Table") furnish_type = /obj/structure/table/glass furnish_cost = 16 furnish_delay = 20 /obj/item/construction/rcd/proc/rcd_create(atom/A, mob/user) var/list/rcd_results = A.rcd_vals(user, src) if(!rcd_results) return FALSE var/delay = rcd_results["delay"] * delay_mod var/obj/effect/constructing_effect/rcd_effect = new(get_turf(A), delay, src.mode) if(!checkResource(rcd_results["cost"], user)) qdel(rcd_effect) return FALSE if(rcd_results["mode"] == RCD_MACHINE || rcd_results["mode"] == RCD_COMPUTER || rcd_results["mode"] == RCD_FURNISHING) var/turf/target_turf = get_turf(A) if(target_turf.is_blocked_turf(exclude_mobs = TRUE)) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) qdel(rcd_effect) return FALSE if(!do_after(user, delay, target = A)) qdel(rcd_effect) return FALSE if(!checkResource(rcd_results["cost"], user)) qdel(rcd_effect) return FALSE if(!A.rcd_act(user, src, rcd_results["mode"])) qdel(rcd_effect) return FALSE rcd_effect.end_animation() useResource(rcd_results["cost"], user) activate() playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) return TRUE /obj/item/construction/rcd/Initialize(mapload) . = ..() airlock_electronics = new(src) airlock_electronics.name = "Access Control" airlock_electronics.holder = src GLOB.rcd_list += src /obj/item/construction/rcd/Destroy() QDEL_NULL(airlock_electronics) GLOB.rcd_list -= src . = ..() /obj/item/construction/rcd/attack_self(mob/user) ..() var/list/choices = list( "Airlock" = image(icon = 'icons/hud/radial.dmi', icon_state = "airlock"), "Grilles & Windows" = image(icon = 'icons/hud/radial.dmi', icon_state = "grillewindow"), "Floors & Walls" = image(icon = 'icons/hud/radial.dmi', icon_state = "wallfloor") ) if(upgrade & RCD_UPGRADE_FRAMES) choices += list( "Machine Frames" = image(icon = 'icons/hud/radial.dmi', icon_state = "machine"), "Computer Frames" = image(icon = 'icons/hud/radial.dmi', icon_state = "computer_dir"), ) if(upgrade & RCD_UPGRADE_SILO_LINK) choices += list( "Silo Link" = image(icon = 'icons/obj/mining.dmi', icon_state = "silo"), ) if(upgrade & RCD_UPGRADE_FURNISHING) choices += list( "Furnishing" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair") ) switch(construction_mode) if(RCD_AIRLOCK) choices += list( "Change Access" = image(icon = 'icons/hud/radial.dmi', icon_state = "access"), "Change Airlock Type" = image(icon = 'icons/hud/radial.dmi', icon_state = "airlocktype") ) if(RCD_WINDOWGRILLE) choices += list( "Change Window Glass" = image(icon = 'icons/hud/radial.dmi', icon_state = "windowtype"), "Change Window Size" = image(icon = 'icons/hud/radial.dmi', icon_state = "windowsize") ) if(RCD_FURNISHING) choices += list( "Change Furnishing Type" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair") ) var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE) if(!check_menu(user)) return switch(choice) if("Floors & Walls") construction_mode = RCD_FLOORWALL if("Airlock") construction_mode = RCD_AIRLOCK if("Grilles & Windows") construction_mode = RCD_WINDOWGRILLE if("Machine Frames") construction_mode = RCD_MACHINE if("Furnishing") construction_mode = RCD_FURNISHING if("Computer Frames") construction_mode = RCD_COMPUTER change_computer_dir(user) return if("Change Access") airlock_electronics.ui_interact(user) return if("Change Airlock Type") change_airlock_setting(user) return if("Change Window Glass") toggle_window_glass(user) return if("Change Window Size") toggle_window_size(user) return if("Change Furnishing Type") change_furnishing_type(user) return if("Silo Link") toggle_silo_link(user) return else return playsound(src, 'sound/effects/pop.ogg', 50, FALSE) to_chat(user, span_notice("You change RCD's mode to '[choice]'.")) /obj/item/construction/rcd/proc/target_check(atom/A, mob/user) // only returns true for stuff the device can actually work with if((isturf(A) && A.density && mode==RCD_DECONSTRUCT) || (isturf(A) && !A.density) || (istype(A, /obj/machinery/door/airlock) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/grille) || (istype(A, /obj/structure/window) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/girder)) return TRUE else return FALSE /obj/item/construction/rcd/pre_attack(atom/A, mob/user, params) . = ..() mode = construction_mode rcd_create(A, user) return TRUE /obj/item/construction/rcd/pre_attack_secondary(atom/target, mob/living/user, params) . = ..() mode = RCD_DECONSTRUCT rcd_create(target, user) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /obj/item/construction/rcd/proc/detonate_pulse() audible_message("[src] begins to vibrate and \ buzz loudly!","[src] begins \ vibrating violently!") // 5 seconds to get rid of it addtimer(CALLBACK(src, .proc/detonate_pulse_explode), 50) /obj/item/construction/rcd/proc/detonate_pulse_explode() explosion(src, light_impact_range = 3, flame_range = 1, flash_range = 1) qdel(src) /obj/item/construction/rcd/update_overlays() . = ..() if(has_ammobar) var/ratio = CEILING((matter / max_matter) * ammo_sections, 1) if(ratio > 0) . += "[icon_state]_charge[ratio]" /obj/item/construction/rcd/Initialize(mapload) . = ..() update_appearance() /obj/item/construction/rcd/borg no_ammo_message = "Insufficient charge." desc = "A device used to rapidly build walls and floors." banned_upgrades = RCD_UPGRADE_SILO_LINK var/energyfactor = 72 /obj/item/construction/rcd/borg/useResource(amount, mob/user) if(!iscyborg(user)) return 0 var/mob/living/silicon/robot/borgy = user if(!borgy.cell) if(user) to_chat(user, no_ammo_message) return 0 . = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs if(!. && user) to_chat(user, no_ammo_message) return . /obj/item/construction/rcd/borg/checkResource(amount, mob/user) if(!iscyborg(user)) return 0 var/mob/living/silicon/robot/borgy = user if(!borgy.cell) if(user) to_chat(user, no_ammo_message) return 0 . = borgy.cell.charge >= (amount * energyfactor) if(!. && user) to_chat(user, no_ammo_message) return . /obj/item/construction/rcd/borg/syndicate icon_state = "ircd" inhand_icon_state = "ircd" energyfactor = 66 /obj/item/construction/rcd/loaded matter = 160 /obj/item/construction/rcd/loaded/upgraded upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING /obj/item/construction/rcd/combat name = "industrial RCD" icon_state = "ircd" inhand_icon_state = "ircd" max_matter = 500 matter = 500 canRturf = TRUE upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING /obj/item/rcd_ammo name = "compressed matter cartridge" desc = "Highly compressed matter for the RCD." icon = 'icons/obj/tools.dmi' icon_state = "rcdammo" w_class = WEIGHT_CLASS_TINY lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron=12000, /datum/material/glass=8000) var/ammoamt = 40 /obj/item/rcd_ammo/large custom_materials = list(/datum/material/iron=48000, /datum/material/glass=32000) ammoamt = 160 /obj/item/construction/rcd/combat/admin name = "admin RCD" max_matter = INFINITY matter = INFINITY upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING // Ranged RCD /obj/item/construction/rcd/arcd name = "advanced rapid-construction-device (ARCD)" desc = "A prototype RCD with ranged capability and extended capacity. Reload with iron, plasteel, glass or compressed matter cartridges." max_matter = 300 matter = 300 delay_mod = 0.6 ranged = TRUE icon_state = "arcd" inhand_icon_state = "oldrcd" has_ammobar = FALSE /obj/item/construction/rcd/arcd/afterattack(atom/A, mob/user) . = ..() if(range_check(A,user)) pre_attack(A, user) /obj/item/construction/rcd/arcd/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters) if(range_check(target,user)) pre_attack_secondary(target, user) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /obj/item/construction/rcd/arcd/handle_openspace_click(turf/target, mob/user, proximity_flag, click_parameters) if(ranged && range_check(target, user)) mode = construction_mode rcd_create(target, user) /obj/item/construction/rcd/arcd/rcd_create(atom/A, mob/user) . = ..() if(.) user.Beam(A,icon_state="rped_upgrade", time = 3 SECONDS) // RAPID LIGHTING DEVICE /obj/item/construction/rld name = "Rapid Lighting Device (RLD)" desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges." icon = 'icons/obj/tools.dmi' icon_state = "rld-5" worn_icon_state = "RPD" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' matter = 200 max_matter = 200 var/matter_divisor = 35 var/mode = LIGHT_MODE slot_flags = ITEM_SLOT_BELT actions_types = list(/datum/action/item_action/pick_color) var/wallcost = 10 var/floorcost = 15 var/launchcost = 5 var/deconcost = 10 var/walldelay = 10 var/floordelay = 10 var/decondelay = 15 var/color_choice = null /obj/item/construction/rld/ui_action_click(mob/user, datum/action/A) if(istype(A, /datum/action/item_action/pick_color)) color_choice = input(user,"","Choose Color",color_choice) as color else ..() /obj/item/construction/rld/update_icon_state() icon_state = "rld-[round(matter/matter_divisor)]" return ..() /obj/item/construction/rld/attack_self(mob/user) ..() switch(mode) if(REMOVE_MODE) mode = LIGHT_MODE to_chat(user, span_notice("You change RLD's mode to 'Permanent Light Construction'.")) if(LIGHT_MODE) mode = GLOW_MODE to_chat(user, span_notice("You change RLD's mode to 'Light Launcher'.")) if(GLOW_MODE) mode = REMOVE_MODE to_chat(user, span_notice("You change RLD's mode to 'Deconstruct'.")) /obj/item/construction/rld/proc/checkdupes(target) . = list() var/turf/checking = get_turf(target) for(var/obj/machinery/light/dupe in checking) if(istype(dupe, /obj/machinery/light)) . |= dupe /obj/item/construction/rld/afterattack(atom/A, mob/user) . = ..() if(!range_check(A,user)) return var/turf/start = get_turf(src) switch(mode) if(REMOVE_MODE) if(istype(A, /obj/machinery/light/)) if(checkResource(deconcost, user)) to_chat(user, span_notice("You start deconstructing [A]...")) user.Beam(A,icon_state="light_beam", time = 15) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) if(do_after(user, decondelay, target = A)) if(!useResource(deconcost, user)) return FALSE activate() qdel(A) return TRUE return FALSE if(LIGHT_MODE) if(iswallturf(A)) var/turf/closed/wall/W = A if(checkResource(floorcost, user)) to_chat(user, span_notice("You start building a wall light...")) user.Beam(A,icon_state="light_beam", time = 15) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, FALSE) if(do_after(user, floordelay, target = A)) if(!istype(W)) return FALSE var/list/candidates = list() var/turf/open/winner = null var/winning_dist = null for(var/direction in GLOB.cardinals) var/turf/C = get_step(W, direction) var/list/dupes = checkdupes(C) if((isspaceturf(C) || TURF_SHARES(C)) && !dupes.len) candidates += C if(!candidates.len) to_chat(user, span_warning("Valid target not found...")) playsound(src.loc, 'sound/misc/compiler-failure.ogg', 30, TRUE) return FALSE for(var/turf/open/O in candidates) if(istype(O)) var/x0 = O.x var/y0 = O.y var/contender = cheap_hypotenuse(start.x, start.y, x0, y0) if(!winner) winner = O winning_dist = contender else if(contender < winning_dist) // lower is better winner = O winning_dist = contender activate() if(!useResource(wallcost, user)) return FALSE var/light = get_turf(winner) var/align = get_dir(winner, A) var/obj/machinery/light/L = new /obj/machinery/light(light) L.setDir(align) L.color = color_choice L.set_light_color(L.color) return TRUE return FALSE if(isfloorturf(A)) var/turf/open/floor/F = A if(checkResource(floorcost, user)) to_chat(user, span_notice("You start building a floor light...")) user.Beam(A,icon_state="light_beam", time = 15) playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, TRUE) if(do_after(user, floordelay, target = A)) if(!istype(F)) return FALSE if(!useResource(floorcost, user)) return FALSE activate() var/destination = get_turf(A) var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination) FL.color = color_choice FL.set_light_color(FL.color) return TRUE return FALSE if(GLOW_MODE) if(useResource(launchcost, user)) activate() to_chat(user, span_notice("You fire a glowstick!")) var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start) G.color = color_choice G.set_light_color(G.color) G.throw_at(A, 9, 3, user) G.on = TRUE G.update_brightness() return TRUE return FALSE /obj/item/construction/rld/mini name = "mini-rapid-light-device (MRLD)" desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges." icon = 'icons/obj/tools.dmi' icon_state = "rld-5" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' matter = 100 max_matter = 100 matter_divisor = 20 ///The plumbing RCD. All the blueprints are located in _globalvars > lists > construction.dm /obj/item/construction/plumbing name = "Plumbing Constructor" desc = "An expertly modified RCD outfitted to construct plumbing machinery." icon_state = "plumberer2" inhand_icon_state = "plumberer" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' worn_icon_state = "plumbing" icon = 'icons/obj/tools.dmi' slot_flags = ITEM_SLOT_BELT matter = 200 max_matter = 200 ///type of the plumbing machine var/blueprint = null ///index, used in the attack self to get the type. stored here since it doesnt change var/list/choices = list() ///index, used in the attack self to get the type. stored here since it doesnt change var/list/name_to_type = list() ///All info for construction var/list/machinery_data = list("cost" = list()) ///This list that holds all the plumbing design types the plumberer can construct. Its purpose is to make it easy to make new plumberer subtypes with a different selection of machines. var/list/plumbing_design_types ///Possible layers to pick from var/static/list/layers = list("Second Layer" = SECOND_DUCT_LAYER, "Default Layer" = DUCT_LAYER_DEFAULT, "Fourth Layer" = FOURTH_DUCT_LAYER) ///Current selected layer var/current_layer = "Default Layer" /obj/item/construction/plumbing/Initialize(mapload) . = ..() set_plumbing_designs() /obj/item/construction/plumbing/attack_self(mob/user) ..() if(!choices.len) for(var/A in plumbing_design_types) var/obj/machinery/plumbing/M = A choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state))) name_to_type[initial(M.name)] = M machinery_data["cost"][A] = plumbing_design_types[A] var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE) if(!check_menu(user)) return blueprint = name_to_type[choice] playsound(src, 'sound/effects/pop.ogg', 50, FALSE) to_chat(user, span_notice("You change [name]s blueprint to '[choice]'.")) ///Set the list of designs this plumbing rcd can make /obj/item/construction/plumbing/proc/set_plumbing_designs() plumbing_design_types = list( /obj/machinery/plumbing/input = 5, /obj/machinery/plumbing/output = 5, /obj/machinery/plumbing/tank = 20, /obj/machinery/plumbing/synthesizer = 15, /obj/machinery/plumbing/reaction_chamber = 15, /obj/machinery/plumbing/buffer = 10, /obj/machinery/plumbing/layer_manifold = 5, //Above are the most common machinery which is shown on the first cycle. Keep new additions below THIS line, unless they're probably gonna be needed alot /obj/machinery/plumbing/pill_press = 20, /obj/machinery/plumbing/acclimator = 10, /obj/machinery/plumbing/bottler = 50, /obj/machinery/plumbing/disposer = 10, /obj/machinery/plumbing/fermenter = 30, /obj/machinery/plumbing/filter = 5, /obj/machinery/plumbing/grinder_chemical = 30, /obj/machinery/plumbing/liquid_pump = 35, /obj/machinery/plumbing/splitter = 5, /obj/machinery/plumbing/sender = 20, /obj/machinery/iv_drip/plumbing = 20 ) ///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type /obj/item/construction/plumbing/proc/create_machine(atom/A, mob/user) if(!machinery_data || !isopenturf(A)) return FALSE if(checkResource(machinery_data["cost"][blueprint], user) && blueprint) //"cost" is relative to delay at a rate of 10 matter/second (1matter/decisecond) rather than playing with 2 different variables since everyone set it to this rate anyways. if(do_after(user, machinery_data["cost"][blueprint], target = A)) if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A)) useResource(machinery_data["cost"][blueprint], user) activate() playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE) new blueprint (A, FALSE, layers[current_layer]) return TRUE /obj/item/construction/plumbing/proc/canPlace(turf/T) if(!isopenturf(T)) return FALSE . = TRUE for(var/obj/O in T.contents) if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion return FALSE /obj/item/construction/plumbing/afterattack(atom/A, mob/user, proximity) . = ..() if(!prox_check(proximity)) return if(istype(A, /obj/machinery/plumbing)) var/obj/machinery/plumbing/P = A if(P.anchored) to_chat(user, span_warning("The [P.name] needs to be unanchored!")) return if(do_after(user, 20, target = P)) P.deconstruct() //Let's not substract matter playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect else create_machine(A, user) /obj/item/construction/plumbing/AltClick(mob/user) if(!istype(user) || !user.canUseTopic(src, BE_CLOSE)) return //this is just cycling options through a list var/current_loc = layers.Find(current_layer) + 1 if(current_loc > layers.len) current_loc = 1 //We want the key (the define), not the index (the string) current_layer = layers[current_loc] to_chat(user, span_notice("You switch [src] to [current_layer].")) /obj/item/construction/plumbing/research name = "research plumbing constructor" desc = "A type of plumbing constructor designed to rapidly deploy the machines needed to conduct cytological research." icon_state = "plumberer_sci" inhand_icon_state = "plumberer_sci" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' has_ammobar = TRUE /obj/item/construction/plumbing/research/set_plumbing_designs() plumbing_design_types = list( /obj/machinery/plumbing/input = 5, /obj/machinery/plumbing/output = 5, /obj/machinery/plumbing/tank = 20, /obj/machinery/plumbing/acclimator = 10, /obj/machinery/plumbing/filter = 5, /obj/machinery/plumbing/grinder_chemical = 30, /obj/machinery/plumbing/reaction_chamber = 15, /obj/machinery/plumbing/splitter = 5, /obj/machinery/plumbing/disposer = 10, /obj/machinery/plumbing/growing_vat = 20 ) /obj/item/rcd_upgrade name = "RCD advanced design disk" desc = "It seems to be empty." icon = 'icons/obj/module.dmi' icon_state = "datadisk3" var/upgrade /obj/item/rcd_upgrade/frames desc = "It contains the design for machine frames and computer frames." upgrade = RCD_UPGRADE_FRAMES /obj/item/rcd_upgrade/simple_circuits desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells." upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS /obj/item/rcd_upgrade/silo_link desc = "It contains direct silo connection RCD upgrade." upgrade = RCD_UPGRADE_SILO_LINK /obj/item/rcd_upgrade/furnishing desc = "It contains the design for chairs, stools, tables, and glass tables." upgrade = RCD_UPGRADE_FURNISHING /datum/action/item_action/rcd_scan name = "Destruction Scan" desc = "Scans the surrounding area for destruction. Scanned structures will rebuild significantly faster." #undef GLOW_MODE #undef LIGHT_MODE #undef REMOVE_MODE