mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 17:11:52 +00:00
Fixes unscrewing a broken computer only dropping one glass shard instead of two. Fixes AI holopad, recharger, keycard authentication device, reagent_dispensers reagentgrinder, and APC not being attackable. Fixes APC cover knockdown being random, it now uses the take_damage() proc, which also allows animals and xenos to knock down the cover of a broken apc.
127 lines
3.2 KiB
Plaintext
127 lines
3.2 KiB
Plaintext
/obj/machinery/computer
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name = "computer"
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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density = 1
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anchored = 1
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use_power = 1
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idle_power_usage = 300
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active_power_usage = 300
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var/obj/item/weapon/circuitboard/circuit = null // if circuit==null, computer can't disassembly
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var/processing = 0
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var/brightness_on = 2
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var/icon_keyboard = "generic_key"
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var/icon_screen = "generic"
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var/computer_health = 25
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/obj/machinery/computer/New(location, obj/item/weapon/circuitboard/C)
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..(location)
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if(C && istype(C))
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circuit = C
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else
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if(circuit)
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circuit = new circuit(null)
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power_change()
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update_icon()
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/obj/machinery/computer/initialize()
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power_change()
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/obj/machinery/computer/process()
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if(stat & (NOPOWER|BROKEN))
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return 0
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return 1
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/obj/machinery/computer/emp_act(severity)
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if(severity == 1)
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take_damage(rand(15,30), BRUTE, 0)
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else
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take_damage(rand(15,25), BRUTE, 0)
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..()
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/obj/machinery/computer/ex_act(severity, target)
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if(target == src)
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qdel(src)
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return
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if(prob(25))
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qdel(src)
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else
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take_damage(rand(20,30), BRUTE, 0)
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if(3)
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take_damage(rand(10,30), BRUTE, 0)
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/obj/machinery/computer/bullet_act(obj/item/projectile/P)
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take_damage(P.damage, P.damage_type, 0)
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..()
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/obj/machinery/computer/update_icon()
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overlays.Cut()
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if(stat & NOPOWER)
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overlays += "[icon_keyboard]_off"
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return
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overlays += icon_keyboard
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if(stat & BROKEN)
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overlays += "[icon_state]_broken"
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else
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overlays += icon_screen
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/obj/machinery/computer/power_change()
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..()
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if(stat & NOPOWER)
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SetLuminosity(0)
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else
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SetLuminosity(brightness_on)
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update_icon()
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return
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/obj/machinery/computer/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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user << "<span class='notice'> You start to disconnect the monitor...</span>"
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if(do_after(user, 20/I.toolspeed, target = src))
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deconstruction()
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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A.circuit = circuit
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A.anchored = 1
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circuit = null
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for (var/obj/C in src)
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C.loc = src.loc
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if (stat & BROKEN)
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user << "<span class='notice'>The broken glass falls out.</span>"
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new /obj/item/weapon/shard(src.loc)
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new /obj/item/weapon/shard(src.loc)
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A.state = 3
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A.icon_state = "3"
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else
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user << "<span class='notice'>You disconnect the monitor.</span>"
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A.state = 4
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A.icon_state = "4"
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qdel(src)
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else
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return ..()
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/obj/machinery/computer/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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if(stat & BROKEN)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
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else
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(BURN)
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if(sound_effect)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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computer_health = max(computer_health - damage, 0)
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if(circuit) //no circuit, no breaking
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if(!computer_health && !(stat & BROKEN))
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playsound(loc, 'sound/effects/Glassbr3.ogg', 100, 1)
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stat |= BROKEN
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update_icon()
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