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https://github.com/CHOMPStation2/CHOMPStation2.git
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Eris Research/Machine Sprite Port
This commit is contained in:
@@ -1,7 +1,10 @@
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/obj/machinery/autolathe
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name = "autolathe"
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desc = "It produces items using metal and glass."
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<<<<<<< HEAD
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icon = 'icons/obj/stationobjs_vr.dmi'
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=======
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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icon_state = "autolathe"
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density = 1
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anchored = 1
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@@ -145,7 +148,11 @@
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if(is_robot_module(O))
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return 0
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<<<<<<< HEAD
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if(istype(O,/obj/item/ammo_magazine/clip) || istype(O,/obj/item/ammo_magazine/s357) || istype(O,/obj/item/ammo_magazine/s38) || istype (O,/obj/item/ammo_magazine/s44)/* VOREstation Edit*/) // Prevents ammo recycling exploit with speedloaders.
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=======
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if(istype(O,/obj/item/ammo_magazine/clip) || istype(O,/obj/item/ammo_magazine/s357) || istype(O,/obj/item/ammo_magazine/s38)) // Prevents ammo recycling exploit with speedloaders.
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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to_chat(user, "\The [O] is too hazardous to recycle with the autolathe!")
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return
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/* ToDo: Make this actually check for ammo and change the value of the magazine if it's empty. -Spades
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@@ -204,7 +211,11 @@
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else
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to_chat(user, "You fill \the [src] with \the [eating].")
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<<<<<<< HEAD
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flick("autolathe_o", src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z
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=======
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flick("autolathe_loading", src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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if(istype(eating,/obj/item/stack))
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var/obj/item/stack/stack = eating
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@@ -286,6 +297,10 @@
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//Create the desired item.
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var/obj/item/I = new making.path(src.loc)
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<<<<<<< HEAD
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=======
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flick("[initial(icon_state)]_finish", src)
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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if(multiplier > 1)
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if(istype(I, /obj/item/stack))
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var/obj/item/stack/S = I
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@@ -297,6 +312,7 @@
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updateUsrDialog()
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/obj/machinery/autolathe/update_icon()
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<<<<<<< HEAD
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if(panel_open)
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icon_state = "autolathe_t"
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else if(busy)
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@@ -305,6 +321,18 @@
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if(icon_state == "autolathe_n")
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flick("autolathe_u", src) // If lid WAS closed, show opening animation
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icon_state = "autolathe"
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=======
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overlays.Cut()
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icon_state = initial(icon_state)
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if(panel_open)
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overlays.Add(image(icon, "[icon_state]_panel"))
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if(stat & NOPOWER)
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return
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if(busy)
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icon_state = "[icon_state]_work"
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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//Updates overall lathe storage size.
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/obj/machinery/autolathe/RefreshParts()
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@@ -1,6 +1,11 @@
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/obj/machinery/pros_fabricator
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<<<<<<< HEAD
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icon = 'icons/obj/robotics_vr.dmi' //VOREStation Edit - New icon
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icon_state = "fab-idle"
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=======
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icon = 'icons/obj/robotics.dmi'
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icon_state = "prosfab"
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>>>>>>> 5100fa1... Eris Research/Machine Sprite Port (#7127)
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name = "Prosthetics Fabricator"
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desc = "A machine used for construction of prosthetics."
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density = 1
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@@ -54,12 +59,14 @@
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/obj/machinery/pros_fabricator/update_icon()
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overlays.Cut()
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icon_state = initial(icon_state)
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if(panel_open)
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icon_state = "fab-o"
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else
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icon_state = "fab-idle"
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overlays.Add(image(icon, "[icon_state]_panel"))
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if(stat & NOPOWER)
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return
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if(busy)
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overlays += "fab-active"
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icon_state = "[icon_state]_work"
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/obj/machinery/pros_fabricator/dismantle()
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for(var/f in materials)
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@@ -198,9 +205,7 @@
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if(materials[S.material.name] + amnt <= res_max_amount)
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if(S && S.get_amount() >= 1)
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var/count = 0
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overlays += "fab-load-metal"
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spawn(10)
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overlays -= "fab-load-metal"
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flick("[initial(icon_state)]_loading", src)
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while(materials[S.material.name] + amnt <= res_max_amount && S.get_amount() >= 1)
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materials[S.material.name] += amnt
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S.use(1)
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@@ -273,6 +278,7 @@
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materials[M] = max(0, materials[M] - D.materials[M] * mat_efficiency)
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if(D.build_path)
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var/obj/new_item = D.Fabricate(get_step(get_turf(src), src.dir), src) // Sometimes returns a mob. Beware!
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flick("[initial(icon_state)]_finish", src)
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visible_message("\The [src] pings, indicating that \the [D] is complete.", "You hear a ping.")
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if(mat_efficiency != 1)
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if(istype(new_item, /obj/) && new_item.matter && new_item.matter.len > 0)
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@@ -61,6 +61,7 @@
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removeFromQueue(1)
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if(linked_console)
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linked_console.updateUsrDialog()
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flick("[initial(icon_state)]_finish", src)
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update_icon()
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else
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if(busy)
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@@ -93,15 +94,20 @@
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eject_materials(f, -1)
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..()
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/obj/machinery/r_n_d/protolathe/update_icon()
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overlays.Cut()
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icon_state = initial(icon_state)
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if(panel_open)
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icon_state = "protolathe_t"
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else if(busy)
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icon_state = "protolathe_n"
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else
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if(icon_state == "protolathe_n")
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flick("protolathe_u", src) // If lid WAS closed, show opening animation
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icon_state = "protolathe"
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overlays.Add(image(icon, "[icon_state]_panel"))
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if(stat & NOPOWER)
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return
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if(busy)
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icon_state = "[icon_state]_work"
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/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(busy)
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@@ -147,9 +153,7 @@
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if(materials[S.material.name] + amnt <= max_res_amount)
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if(S && S.get_amount() >= 1)
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var/count = 0
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overlays += "fab-load-metal"
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spawn(10)
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overlays -= "fab-load-metal"
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flick("[initial(icon_state)]_loading", src)
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while(materials[S.material.name] + amnt <= max_res_amount && S.get_amount() >= 1)
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materials[S.material.name] += amnt
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S.use(1)
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