Files
Bubberstation/code/game/machinery/computer/_computer.dm
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00

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/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
max_integrity = 200
integrity_failure = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/time_to_screwdrive = 20
var/authenticated = 0
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
/obj/machinery/computer/Destroy()
. = ..()
/obj/machinery/computer/process()
if(machine_stat & (NOPOWER|BROKEN))
return FALSE
return TRUE
/obj/machinery/computer/update_overlays()
. = ..()
if(icon_keyboard)
if(machine_stat & NOPOWER)
return . + "[icon_keyboard]_off"
. += icon_keyboard
// This whole block lets screens ignore lighting and be visible even in the darkest room
var/overlay_state = icon_screen
if(machine_stat & BROKEN)
overlay_state = "[icon_state]_broken"
. += mutable_appearance(icon, overlay_state)
return // If we don't do this broken computers glow in the dark.
. += mutable_appearance(icon, overlay_state)
. += emissive_appearance(icon, overlay_state)
/obj/machinery/computer/power_change()
. = ..()
if(machine_stat & NOPOWER)
set_light(0)
else
set_light(brightness_on)
/obj/machinery/computer/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(circuit && !(flags_1&NODECONSTRUCT_1))
to_chat(user, span_notice("You start to disconnect the monitor..."))
if(I.use_tool(src, user, time_to_screwdrive, volume=50))
deconstruct(TRUE, user)
return TRUE
/obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(machine_stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
else
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/machinery/computer/atom_break(damage_flag)
if(!circuit) //no circuit, no breaking
return
. = ..()
if(.)
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
set_light(0)
/obj/machinery/computer/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
switch(severity)
if(1)
if(prob(50))
atom_break(ENERGY)
if(2)
if(prob(10))
atom_break(ENERGY)
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
if(!(flags_1 & NODECONSTRUCT_1))
if(circuit) //no circuit, no computer frame
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
A.setDir(dir)
A.circuit = circuit
// Circuit removal code is handled in /obj/machinery/Exited()
circuit.forceMove(A)
A.set_anchored(TRUE)
if(machine_stat & BROKEN)
if(user)
to_chat(user, span_notice("The broken glass falls out."))
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
new /obj/item/shard(drop_location())
new /obj/item/shard(drop_location())
A.state = 3
A.icon_state = "3"
else
if(user)
to_chat(user, span_notice("You disconnect the monitor."))
A.state = 4
A.icon_state = "4"
for(var/obj/C in src)
C.forceMove(loc)
qdel(src)
/obj/machinery/computer/AltClick(mob/user)
. = ..()
if(!can_interact(user))
return
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational)
return