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* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately. The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs. I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately). I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat. Fixes some arguments of ex_act in living/ex_act() and other mobs. * derp and map fixes. * dem map fixes, man. * More work on code that use implants, simplified now that we can use the "implants" carbon var. * some fixes * more typos and fixes.
70 lines
2.3 KiB
Plaintext
70 lines
2.3 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/*
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Destructive Analyzer
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It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
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Note: Must be placed within 3 tiles of the R&D Console
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*/
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/obj/machinery/r_n_d/destructive_analyzer
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name = "Destructive Analyzer"
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desc = "Learn science by destroying things!"
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icon_state = "d_analyzer"
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var/decon_mod = 0
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/obj/machinery/r_n_d/destructive_analyzer/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/destructive_analyzer(null)
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B.apply_default_parts(src)
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/obj/item/weapon/circuitboard/machine/destructive_analyzer
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name = "circuit board (Destructive Analyzer)"
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build_path = /obj/machinery/r_n_d/destructive_analyzer
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origin_tech = "magnets=2;engineering=2;programming=2"
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req_components = list(
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/obj/item/weapon/stock_parts/scanning_module = 1,
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/obj/item/weapon/stock_parts/manipulator = 1,
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/obj/item/weapon/stock_parts/micro_laser = 1)
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/obj/machinery/r_n_d/destructive_analyzer/RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/stock_parts/S in component_parts)
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T += S.rating
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decon_mod = T
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/obj/machinery/r_n_d/destructive_analyzer/proc/ConvertReqString2List(list/source_list)
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var/list/temp_list = params2list(source_list)
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for(var/O in temp_list)
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temp_list[O] = text2num(temp_list[O])
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return temp_list
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/obj/machinery/r_n_d/destructive_analyzer/disconnect_console()
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linked_console.linked_destroy = null
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..()
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/obj/machinery/r_n_d/destructive_analyzer/Insert_Item(obj/item/O, mob/user)
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if(user.a_intent != "harm")
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. = 1
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if(!is_insertion_ready(user))
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return
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if(!O.origin_tech)
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user << "<span class='warning'>This doesn't seem to have a tech origin!</span>"
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return
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var/list/temp_tech = ConvertReqString2List(O.origin_tech)
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if (temp_tech.len == 0)
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user << "<span class='warning'>You cannot deconstruct this item!</span>"
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return
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if(!user.drop_item())
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user << "<span class='warning'>\The [O] is stuck to your hand, you cannot put it in the [src.name]!</span>"
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return
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busy = 1
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loaded_item = O
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O.forceMove(src)
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user << "<span class='notice'>You add the [O.name] to the [src.name]!</span>"
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flick("d_analyzer_la", src)
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spawn(10)
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icon_state = "d_analyzer_l"
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busy = 0
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