mirror of
https://github.com/Bubberstation/Bubberstation.git
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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
275 lines
5.8 KiB
Plaintext
275 lines
5.8 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/device/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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m_amt = 1000
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g_amt = 500
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origin_tech = "magnets=2"
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secured = 0
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var/on = 0
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var/visible = 0
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var/obj/effect/beam/i_beam/first = null
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proc
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trigger_beam()
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describe()
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return "The infrared trigger is [on?"on":"off"]."
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activate()
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if(!..()) return 0//Cooldown check
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on = !on
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update_icon()
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return 1
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toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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on = 0
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if(first) del(first)
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processing_objects.Remove(src)
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update_icon()
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return secured
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update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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return
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process()//Old code
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if(!on)
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if(first)
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del(first)
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return
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if(first || !secured) return
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var/turf/T = null
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if(istype(loc,/turf))
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T = loc
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else if (holder)
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if (istype(holder.loc,/turf))
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T = holder.loc
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else if (istype(holder.loc.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
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T = holder.loc.loc
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else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
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T = loc.loc
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if(T)
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
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I.master = src
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I.density = 1
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I.dir = dir
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step(I, I.dir)
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if(I)
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I.density = 0
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first = I
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I.vis_spread(visible)
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spawn(0)
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if(I)
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//world << "infra: setting limit"
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I.limit = 8
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//world << "infra: processing beam \ref[I]"
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I.process()
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return
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return
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attack_hand()
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del(first)
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..()
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return
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Move()
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var/t = dir
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..()
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dir = t
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del(first)
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return
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holder_movement()
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if(!holder) return 0
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// dir = holder.dir
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del(first)
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return 1
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trigger_beam()
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if((!secured)||(!on)||(cooldown > 0)) return 0
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pulse(0)
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visible_message("\icon[src] *beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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interact(mob/user as mob)//TODO: change this this to the wire control panel
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if(!secured) return
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user.set_machine(src)
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var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
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dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
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dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
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user << browse(dat, "window=infra")
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onclose(user, "infra")
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return
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Topic(href, href_list)
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..()
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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usr << browse(null, "window=infra")
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onclose(usr, "infra")
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return
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if(href_list["state"])
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on = !(on)
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update_icon()
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if(href_list["visible"])
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visible = !(visible)
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spawn(0)
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if(first)
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first.vis_spread(visible)
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if(href_list["close"])
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usr << browse(null, "window=infra")
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return
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if(usr)
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attack_self(usr)
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return
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verb/rotate()//This could likely be better
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set name = "Rotate Infrared Laser"
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set category = "Object"
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set src in usr
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dir = turn(dir, 90)
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return
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "i beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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var/visible = 0.0
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var/left = null
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anchored = 1.0
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/obj/effect/beam/i_beam/proc/hit()
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//world << "beam \ref[src]: hit"
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if(master)
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//world << "beam hit \ref[src]: calling master \ref[master].hit"
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master.trigger_beam()
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del(src)
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return
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/obj/effect/beam/i_beam/proc/vis_spread(v)
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//world << "i_beam \ref[src] : vis_spread"
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visible = v
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spawn(0)
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if(next)
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//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
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next.vis_spread(v)
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return
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return
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/obj/effect/beam/i_beam/process()
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//world << "i_beam \ref[src] : process"
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if((loc.density || !(master)))
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// world << "beam hit loc [loc] or no master [master], deleting"
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del(src)
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return
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//world << "proccess: [src.left] left"
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if(left > 0)
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left--
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if(left < 1)
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if(!(visible))
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invisibility = 101
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else
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invisibility = 0
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else
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invisibility = 0
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//world << "now [src.left] left"
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
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I.master = master
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I.density = 1
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I.dir = dir
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//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
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step(I, I.dir)
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if(I)
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//world << "step worked, now at [I.x] [I.y] [I.z]"
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if(!(next))
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//world << "no next"
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I.density = 0
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//world << "spreading"
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I.vis_spread(visible)
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next = I
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spawn(0)
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//world << "limit = [limit] "
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if((I && limit > 0))
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I.limit = limit - 1
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//world << "calling next process"
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I.process()
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return
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else
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//world << "is a next: \ref[next], deleting beam \ref[I]"
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del(I)
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else
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//world << "step failed, deleting \ref[next]"
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del(next)
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spawn(10)
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process()
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return
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return
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/obj/effect/beam/i_beam/Bump()
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del(src)
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return
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/obj/effect/beam/i_beam/Bumped()
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hit()
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return
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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spawn(0)
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hit()
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return
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return
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/obj/effect/beam/i_beam/Del()
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del(next)
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..()
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return
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